mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
review+linters
This commit is contained in:
@@ -172,7 +172,6 @@
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/obj/structure/barricade/wooden/crude/snow
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desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
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icon_state = "woodenbarricade-snow-old"
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max_integrity = 75
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/obj/structure/barricade/sandbags
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name = "sandbags"
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@@ -278,42 +278,41 @@
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return
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/obj/machinery/door/proc/construct_barricade(obj/item/Q, mob/user)
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if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP)
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var/obj/item/stack/sheet/wood/S = Q
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if(!density)
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to_chat(user, "<span class='warning'>[src] must be closed before you can barricade it!</span>")
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return ITEM_INTERACT_COMPLETE
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least 2 planks of wood to barricade [src]!</span>")
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return ITEM_INTERACT_COMPLETE
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if(barricaded)
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to_chat(user, "<span class='warning'>There's already a barricade here!</span>")
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return ITEM_INTERACT_COMPLETE
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var/turf/buildloc = get_turf(src)
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for(var/atom/blocker in buildloc.contents)
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if(blocker != src)
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if(blocker.density)
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to_chat(user, "<span class='warning'>There's something preventing [src] from closing!</span>")
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return ITEM_INTERACT_COMPLETE
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to_chat(user, "<span class='notice'>You start barricading [src]...</span>")
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if(do_after_once(user, 4 SECONDS, target = src))
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if(!S.use(2))
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to_chat(user, "<span class='warning'>You've run out of wood!</span>")
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return ITEM_INTERACT_COMPLETE
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else if(!barricaded) //one last check in case someone pre-barricades it
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close()
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user.visible_message(
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"<span class='warning'>[user] barricades [src] shut!</span>",
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"<span class='notice'>You barricade [src] shut.</span>"
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)
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var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
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transfer_fingerprints_to(newbarricade)
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var/obj/item/stack/sheet/wood/S = Q
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if(!density)
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to_chat(user, "<span class='warning'>[src] must be closed before you can barricade it!</span>")
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return ITEM_INTERACT_COMPLETE
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least 2 planks of wood to barricade [src]!</span>")
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return ITEM_INTERACT_COMPLETE
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if(barricaded)
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to_chat(user, "<span class='warning'>There's already a barricade here!</span>")
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return ITEM_INTERACT_COMPLETE
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var/turf/buildloc = get_turf(src)
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for(var/atom/blocker in buildloc.contents)
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if(blocker != src)
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if(blocker.density)
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to_chat(user, "<span class='warning'>There's something preventing [src] from closing!</span>")
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return ITEM_INTERACT_COMPLETE
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to_chat(user, "<span class='notice'>You start barricading [src]...</span>")
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if(do_after_once(user, 4 SECONDS, target = src))
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if(!S.use(2))
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to_chat(user, "<span class='warning'>You've run out of wood!</span>")
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return ITEM_INTERACT_COMPLETE
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else if(!barricaded) //one last check in case someone pre-barricades it
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close()
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user.visible_message(
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"<span class='warning'>[user] barricades [src] shut!</span>",
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"<span class='notice'>You barricade [src] shut.</span>"
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)
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var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
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transfer_fingerprints_to(newbarricade)
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return ITEM_INTERACT_COMPLETE
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/obj/machinery/door/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_CMAGGED) && used.can_clean()) //If the cmagged door is being hit with cleaning supplies, don't open it, it's being cleaned!
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return ITEM_INTERACT_SKIP_TO_AFTER_ATTACK
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else if(!barricaded && user.a_intent != INTENT_HARM)
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else if(is_type(used, /obj/item/stack/sheet/wood) && user.a_intent != INTENT_HARM)
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construct_barricade(used, user)
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return ITEM_INTERACT_COMPLETE
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else if(!(used.flags & NOBLUDGEON) && user.a_intent != INTENT_HARM)
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@@ -115,38 +115,37 @@
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addtimer(CALLBACK(src, PROC_REF(operate)), close_delay)
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/obj/structure/mineral_door/proc/construct_barricade(obj/item/Q, mob/user)
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if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP)
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var/obj/item/stack/sheet/wood/S = Q
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if(!density)
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to_chat(user, "<span class='warning'>[src] must be closed!</span>")
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return ITEM_INTERACT_COMPLETE
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least 2 planks of wood to barricade [src]!</span>")
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return ITEM_INTERACT_COMPLETE
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if(barricaded)
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to_chat(user, "<span class='warning'>There's already a barricade here!</span>")
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return ITEM_INTERACT_COMPLETE
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var/turf/buildloc = get_turf(src)
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for(var/atom/blocker in buildloc.contents)
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if(blocker != src)
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if(blocker.density)
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to_chat(user, "<span class='warning'>There's something preventing [src] from closing!</span>")
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return ITEM_INTERACT_COMPLETE
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to_chat(user, "<span class='notice'>You start barricading [src]...</span>")
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if(do_after_once(user, 4 SECONDS, target = src))
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if(!S.use(2))
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to_chat(user, "<span class='warning'>You've run out of wood!</span>")
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return ITEM_INTERACT_COMPLETE
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else if(!barricaded) //one last check in case someone pre-barricades it
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if(!density)
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operate()
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user.visible_message(
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"<span class='warning'>[user] barricades [src] shut.</span>",
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"<span class='notice'>You barricade [src] shut.</span>"
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)
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var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
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transfer_fingerprints_to(newbarricade)
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var/obj/item/stack/sheet/wood/S = Q
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if(!density)
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to_chat(user, "<span class='warning'>[src] must be closed!</span>")
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return ITEM_INTERACT_COMPLETE
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least 2 planks of wood to barricade [src]!</span>")
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return ITEM_INTERACT_COMPLETE
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if(barricaded)
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to_chat(user, "<span class='warning'>There's already a barricade here!</span>")
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return ITEM_INTERACT_COMPLETE
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var/turf/buildloc = get_turf(src)
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for(var/atom/blocker in buildloc.contents)
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if(blocker != src)
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if(blocker.density)
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to_chat(user, "<span class='warning'>There's something preventing [src] from closing!</span>")
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return ITEM_INTERACT_COMPLETE
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to_chat(user, "<span class='notice'>You start barricading [src]...</span>")
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if(do_after_once(user, 4 SECONDS, target = src))
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if(!S.use(2))
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to_chat(user, "<span class='warning'>You've run out of wood!</span>")
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return ITEM_INTERACT_COMPLETE
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else if(!barricaded) //one last check in case someone pre-barricades it
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if(!density)
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operate()
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user.visible_message(
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"<span class='warning'>[user] barricades [src] shut.</span>",
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"<span class='notice'>You barricade [src] shut.</span>"
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)
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var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
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transfer_fingerprints_to(newbarricade)
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return ITEM_INTERACT_COMPLETE
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/obj/structure/mineral_door/update_icon_state()
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if(state_open)
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