From eb16791c11e76d2156aacfdd825357705f65cbac Mon Sep 17 00:00:00 2001
From: spacegeese <136994596+spacegeese@users.noreply.github.com>
Date: Thu, 6 Nov 2025 19:26:50 -0800
Subject: [PATCH] review+linters
---
code/game/machinery/deployable.dm | 1 -
code/game/machinery/doors/door.dm | 61 +++++++++----------
code/game/objects/structures/mineral_doors.dm | 61 +++++++++----------
3 files changed, 60 insertions(+), 63 deletions(-)
diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm
index b7752c37f8d..45091182ca1 100644
--- a/code/game/machinery/deployable.dm
+++ b/code/game/machinery/deployable.dm
@@ -172,7 +172,6 @@
/obj/structure/barricade/wooden/crude/snow
desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
icon_state = "woodenbarricade-snow-old"
- max_integrity = 75
/obj/structure/barricade/sandbags
name = "sandbags"
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index f75f9ab58a6..e9f5de16d00 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -278,42 +278,41 @@
return
/obj/machinery/door/proc/construct_barricade(obj/item/Q, mob/user)
- if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP)
- var/obj/item/stack/sheet/wood/S = Q
- if(!density)
- to_chat(user, "[src] must be closed before you can barricade it!")
- return ITEM_INTERACT_COMPLETE
- if(S.get_amount() < 2)
- to_chat(user, "You need at least 2 planks of wood to barricade [src]!")
- return ITEM_INTERACT_COMPLETE
- if(barricaded)
- to_chat(user, "There's already a barricade here!")
- return ITEM_INTERACT_COMPLETE
- var/turf/buildloc = get_turf(src)
- for(var/atom/blocker in buildloc.contents)
- if(blocker != src)
- if(blocker.density)
- to_chat(user, "There's something preventing [src] from closing!")
- return ITEM_INTERACT_COMPLETE
- to_chat(user, "You start barricading [src]...")
- if(do_after_once(user, 4 SECONDS, target = src))
- if(!S.use(2))
- to_chat(user, "You've run out of wood!")
- return ITEM_INTERACT_COMPLETE
- else if(!barricaded) //one last check in case someone pre-barricades it
- close()
- user.visible_message(
- "[user] barricades [src] shut!",
- "You barricade [src] shut."
- )
- var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
- transfer_fingerprints_to(newbarricade)
+ var/obj/item/stack/sheet/wood/S = Q
+ if(!density)
+ to_chat(user, "[src] must be closed before you can barricade it!")
+ return ITEM_INTERACT_COMPLETE
+ if(S.get_amount() < 2)
+ to_chat(user, "You need at least 2 planks of wood to barricade [src]!")
+ return ITEM_INTERACT_COMPLETE
+ if(barricaded)
+ to_chat(user, "There's already a barricade here!")
+ return ITEM_INTERACT_COMPLETE
+ var/turf/buildloc = get_turf(src)
+ for(var/atom/blocker in buildloc.contents)
+ if(blocker != src)
+ if(blocker.density)
+ to_chat(user, "There's something preventing [src] from closing!")
return ITEM_INTERACT_COMPLETE
+ to_chat(user, "You start barricading [src]...")
+ if(do_after_once(user, 4 SECONDS, target = src))
+ if(!S.use(2))
+ to_chat(user, "You've run out of wood!")
+ return ITEM_INTERACT_COMPLETE
+ else if(!barricaded) //one last check in case someone pre-barricades it
+ close()
+ user.visible_message(
+ "[user] barricades [src] shut!",
+ "You barricade [src] shut."
+ )
+ var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
+ transfer_fingerprints_to(newbarricade)
+ return ITEM_INTERACT_COMPLETE
/obj/machinery/door/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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!
return ITEM_INTERACT_SKIP_TO_AFTER_ATTACK
- else if(!barricaded && user.a_intent != INTENT_HARM)
+ else if(is_type(used, /obj/item/stack/sheet/wood) && user.a_intent != INTENT_HARM)
construct_barricade(used, user)
return ITEM_INTERACT_COMPLETE
else if(!(used.flags & NOBLUDGEON) && user.a_intent != INTENT_HARM)
diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm
index 60ebdfb3ea9..ae0902dc4ed 100644
--- a/code/game/objects/structures/mineral_doors.dm
+++ b/code/game/objects/structures/mineral_doors.dm
@@ -115,38 +115,37 @@
addtimer(CALLBACK(src, PROC_REF(operate)), close_delay)
/obj/structure/mineral_door/proc/construct_barricade(obj/item/Q, mob/user)
- if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP)
- var/obj/item/stack/sheet/wood/S = Q
- if(!density)
- to_chat(user, "[src] must be closed!")
- return ITEM_INTERACT_COMPLETE
- if(S.get_amount() < 2)
- to_chat(user, "You need at least 2 planks of wood to barricade [src]!")
- return ITEM_INTERACT_COMPLETE
- if(barricaded)
- to_chat(user, "There's already a barricade here!")
- return ITEM_INTERACT_COMPLETE
- var/turf/buildloc = get_turf(src)
- for(var/atom/blocker in buildloc.contents)
- if(blocker != src)
- if(blocker.density)
- to_chat(user, "There's something preventing [src] from closing!")
- return ITEM_INTERACT_COMPLETE
- to_chat(user, "You start barricading [src]...")
- if(do_after_once(user, 4 SECONDS, target = src))
- if(!S.use(2))
- to_chat(user, "You've run out of wood!")
- return ITEM_INTERACT_COMPLETE
- else if(!barricaded) //one last check in case someone pre-barricades it
- if(!density)
- operate()
- user.visible_message(
- "[user] barricades [src] shut.",
- "You barricade [src] shut."
- )
- var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
- transfer_fingerprints_to(newbarricade)
+ var/obj/item/stack/sheet/wood/S = Q
+ if(!density)
+ to_chat(user, "[src] must be closed!")
+ return ITEM_INTERACT_COMPLETE
+ if(S.get_amount() < 2)
+ to_chat(user, "You need at least 2 planks of wood to barricade [src]!")
+ return ITEM_INTERACT_COMPLETE
+ if(barricaded)
+ to_chat(user, "There's already a barricade here!")
+ return ITEM_INTERACT_COMPLETE
+ var/turf/buildloc = get_turf(src)
+ for(var/atom/blocker in buildloc.contents)
+ if(blocker != src)
+ if(blocker.density)
+ to_chat(user, "There's something preventing [src] from closing!")
return ITEM_INTERACT_COMPLETE
+ to_chat(user, "You start barricading [src]...")
+ if(do_after_once(user, 4 SECONDS, target = src))
+ if(!S.use(2))
+ to_chat(user, "You've run out of wood!")
+ return ITEM_INTERACT_COMPLETE
+ else if(!barricaded) //one last check in case someone pre-barricades it
+ if(!density)
+ operate()
+ user.visible_message(
+ "[user] barricades [src] shut.",
+ "You barricade [src] shut."
+ )
+ var/obj/structure/barricade/wooden/crude/newbarricade = new(loc)
+ transfer_fingerprints_to(newbarricade)
+ return ITEM_INTERACT_COMPLETE
/obj/structure/mineral_door/update_icon_state()
if(state_open)