diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 7689fa5f56c..872b443c124 100644 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -1407,29 +1407,29 @@ var/list/ghostteleportlocs = list() dynamic_lighting = 0 valid_territory = FALSE - auxport - name = "\improper Fore Port Solar Array" - icon_state = "panelsA" +/area/solar/auxport + name = "\improper Fore Port Solar Array" + icon_state = "panelsA" - auxstarboard - name = "\improper Fore Starboard Solar Array" - icon_state = "panelsA" +/area/solar/auxstarboard + name = "\improper Fore Starboard Solar Array" + icon_state = "panelsA" - fore - name = "\improper Fore Solar Array" - icon_state = "yellow" +/area/solar/fore + name = "\improper Fore Solar Array" + icon_state = "yellow" - aft - name = "\improper Aft Solar Array" - icon_state = "aft" +/area/solar/aft + name = "\improper Aft Solar Array" + icon_state = "aft" - starboard - name = "\improper Aft Starboard Solar Array" - icon_state = "panelsS" +/area/solar/starboard + name = "\improper Aft Starboard Solar Array" + icon_state = "panelsS" - port - name = "\improper Aft Port Solar Array" - icon_state = "panelsP" +/area/solar/port + name = "\improper Aft Port Solar Array" + icon_state = "panelsP" /area/maintenance/auxsolarport name = "\improper Fore Port Solar Maintenance" @@ -1756,7 +1756,7 @@ var/list/ghostteleportlocs = list() name = "\improper Head of Security's Office" icon_state = "sec_hos" -area/security/podbay +/area/security/podbay name = "\improper Security Podbay" icon_state = "securitypodbay" @@ -1848,7 +1848,7 @@ area/security/podbay name = "\improper Mech Bay" icon_state = "yellow" -/area/janitor/ +/area/janitor name = "\improper Custodial Closet" icon_state = "janitor" diff --git a/code/game/machinery/computer/arcade.dm b/code/game/machinery/computer/arcade.dm index bd66901c4ab..b7c09919a0a 100644 --- a/code/game/machinery/computer/arcade.dm +++ b/code/game/machinery/computer/arcade.dm @@ -1,4 +1,4 @@ -/obj/machinery/computer/arcade/ +/obj/machinery/computer/arcade name = "random arcade" desc = "random arcade machine" icon = 'icons/obj/computer.dmi' diff --git a/code/game/machinery/constructable_frame.dm b/code/game/machinery/constructable_frame.dm index 1935869fb53..114835b21c3 100644 --- a/code/game/machinery/constructable_frame.dm +++ b/code/game/machinery/constructable_frame.dm @@ -651,7 +651,7 @@ to destroy them and players will be able to make replacements. build_path = /obj/machinery/power/port_gen/pacman/mrs origin_tech = "programming=3;powerstorage=4;engineering=4;plasmatech=4" -obj/item/circuitboard/rdserver +/obj/item/circuitboard/rdserver name = "Circuit Board (R&D Server)" build_path = /obj/machinery/r_n_d/server board_type = "machine" diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm index 3c9c67dfce0..975aa9b01ab 100644 --- a/code/game/machinery/doors/poddoor.dm +++ b/code/game/machinery/doors/poddoor.dm @@ -94,32 +94,32 @@ T.reconsider_lights() update_freelook_sight() -/obj/machinery/door/poddoor/multi_tile/four_tile_ver/ +/obj/machinery/door/poddoor/multi_tile/four_tile_ver icon = 'icons/obj/doors/1x4blast_vert.dmi' width = 4 dir = NORTH -/obj/machinery/door/poddoor/multi_tile/three_tile_ver/ +/obj/machinery/door/poddoor/multi_tile/three_tile_ver icon = 'icons/obj/doors/1x3blast_vert.dmi' width = 3 dir = NORTH -/obj/machinery/door/poddoor/multi_tile/two_tile_ver/ +/obj/machinery/door/poddoor/multi_tile/two_tile_ver icon = 'icons/obj/doors/1x2blast_vert.dmi' width = 2 dir = NORTH -/obj/machinery/door/poddoor/multi_tile/four_tile_hor/ +/obj/machinery/door/poddoor/multi_tile/four_tile_hor icon = 'icons/obj/doors/1x4blast_hor.dmi' width = 4 dir = EAST -/obj/machinery/door/poddoor/multi_tile/three_tile_hor/ +/obj/machinery/door/poddoor/multi_tile/three_tile_hor icon = 'icons/obj/doors/1x3blast_hor.dmi' width = 3 dir = EAST -/obj/machinery/door/poddoor/multi_tile/two_tile_hor/ +/obj/machinery/door/poddoor/multi_tile/two_tile_hor icon = 'icons/obj/doors/1x2blast_hor.dmi' width = 2 dir = EAST diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 019d9a2319e..81006be3fdd 100644 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -115,7 +115,7 @@ if(R.rcell.give(R.rcell.chargerate)) use_power(200) using_power = 1 - + if(istype(charging, /obj/item/bodyanalyzer)) var/obj/item/bodyanalyzer/B = charging if(B.power_supply) @@ -154,7 +154,7 @@ icon_state = icon_state_idle // Atlantis: No need for that copy-pasta code, just use var to store icon_states instead. -obj/machinery/recharger/wallcharger +/obj/machinery/recharger/wallcharger name = "wall recharger" icon_state = "wrecharger0" icon_state_off = "wrechargeroff" diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 037a8b5c9a0..0cabbbb0b22 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -142,7 +142,7 @@ attack_self(usr) //Bananalamp -obj/item/flashlight/lamp/bananalamp +/obj/item/flashlight/lamp/bananalamp name = "banana lamp" desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring." icon_state = "bananalamp" @@ -381,4 +381,4 @@ obj/item/flashlight/lamp/bananalamp anchored = TRUE var/range = null unacidable = TRUE - burn_state = LAVA_PROOF \ No newline at end of file + burn_state = LAVA_PROOF diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm index a91410c28fe..8c2d64bda59 100644 --- a/code/game/objects/items/shooting_range.dm +++ b/code/game/objects/items/shooting_range.dm @@ -9,75 +9,76 @@ var/icon/virtualIcon var/list/bulletholes = list() - Destroy() - // if a target is deleted and associated with a stake, force stake to forget - for(var/obj/structure/target_stake/T in view(3,src)) - if(T.pinned_target == src) - T.pinned_target = null - T.density = 1 - break - return ..() // delete target +/obj/item/target/Destroy() + // if a target is deleted and associated with a stake, force stake to forget + for(var/obj/structure/target_stake/T in view(3,src)) + if(T.pinned_target == src) + T.pinned_target = null + T.density = 1 + break + return ..() // delete target - Move() - ..() - // After target moves, check for nearby stakes. If associated, move to target - for(var/obj/structure/target_stake/M in view(3,src)) - if(M.density == 0 && M.pinned_target == src) - M.loc = loc +/obj/item/target/Move() + ..() + // After target moves, check for nearby stakes. If associated, move to target + for(var/obj/structure/target_stake/M in view(3,src)) + if(M.density == 0 && M.pinned_target == src) + M.loc = loc - // This may seem a little counter-intuitive but I assure you that's for a purpose. - // Stakes are the ones that carry targets, yes, but in the stake code we set - // a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing - // the stake now, we have to push the target. + // This may seem a little counter-intuitive but I assure you that's for a purpose. + // Stakes are the ones that carry targets, yes, but in the stake code we set + // a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing + // the stake now, we have to push the target. - attackby(obj/item/W as obj, mob/user as mob, params) - if(istype(W, /obj/item/weldingtool)) - var/obj/item/weldingtool/WT = W - if(WT.remove_fuel(0, user)) - overlays.Cut() - to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.") - return +/obj/item/target/attackby(obj/item/W as obj, mob/user as mob, params) + if(istype(W, /obj/item/weldingtool)) + var/obj/item/weldingtool/WT = W + if(WT.remove_fuel(0, user)) + overlays.Cut() + to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.") + return - attack_hand(mob/user as mob) - // taking pinned targets off! - var/obj/structure/target_stake/stake - for(var/obj/structure/target_stake/T in view(3,src)) - if(T.pinned_target == src) - stake = T - break +/obj/item/target/attack_hand(mob/user as mob) + // taking pinned targets off! + var/obj/structure/target_stake/stake + for(var/obj/structure/target_stake/T in view(3,src)) + if(T.pinned_target == src) + stake = T + break - if(stake) - if(stake.pinned_target) - stake.density = 1 - density = 0 - layer = OBJ_LAYER + if(stake) + if(stake.pinned_target) + stake.density = 1 + density = 0 + layer = OBJ_LAYER - loc = user.loc - if(ishuman(user)) - if(!user.get_active_hand()) - user.put_in_hands(src) - to_chat(user, "You take the target out of the stake.") - else - src.loc = get_turf(user) + loc = user.loc + if(ishuman(user)) + if(!user.get_active_hand()) + user.put_in_hands(src) to_chat(user, "You take the target out of the stake.") + else + src.loc = get_turf(user) + to_chat(user, "You take the target out of the stake.") - stake.pinned_target = null - return + stake.pinned_target = null + return - else - ..() + else + ..() - syndicate - icon_state = "target_s" - desc = "A shooting target that looks like a syndicate scum." - hp = 2600 // i guess syndie targets are sturdier? - alien - icon_state = "target_q" - desc = "A shooting target that looks like a xenomorphic alien." - hp = 2350 // alium onest too kinda +/obj/item/target/syndicate + icon_state = "target_s" + desc = "A shooting target that looks like a syndicate scum." + hp = 2600 // i guess syndie targets are sturdier? + +/obj/item/target/alien + icon_state = "target_q" + desc = "A shooting target that looks like a xenomorphic alien." + hp = 2350 // alium onest too kinda /obj/item/target/bullet_act(var/obj/item/projectile/Proj) var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!" diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm index 1a5fe872251..5461367743a 100644 --- a/code/game/objects/items/weapons/weaponry.dm +++ b/code/game/objects/items/weapons/weaponry.dm @@ -89,7 +89,7 @@ w_class = WEIGHT_CLASS_NORMAL attack_verb = list("jabbed","stabbed","ripped") -obj/item/wirerod +/obj/item/wirerod name = "Wired rod" desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit." icon_state = "wiredrod" @@ -101,7 +101,7 @@ obj/item/wirerod materials = list(MAT_METAL=1150, MAT_GLASS=75) attack_verb = list("hit", "bludgeoned", "whacked", "bonked") -obj/item/wirerod/attackby(obj/item/I, mob/user, params) +/obj/item/wirerod/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/shard)) var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear diff --git a/code/modules/power/singularity/generator.dm b/code/modules/power/singularity/generator.dm index 69153cb4d89..6b76b0c9dbb 100644 --- a/code/modules/power/singularity/generator.dm +++ b/code/modules/power/singularity/generator.dm @@ -1,5 +1,5 @@ /////SINGULARITY SPAWNER -/obj/machinery/the_singularitygen/ +/obj/machinery/the_singularitygen name = "Gravitational Singularity Generator" desc = "An odd device which produces a Gravitational Singularity when set up." icon = 'icons/obj/singularity.dmi'