removes implied var

This commit is contained in:
Kyep
2018-08-02 10:06:08 -07:00
parent 0fcf436b52
commit ff93deef47
+20 -21
View File
@@ -34,10 +34,10 @@
return 0
return ..()
/obj/machinery/shield/CanAtmosPass(var/turf/T)
/obj/machinery/shield/CanAtmosPass(turf/T)
return !density
/obj/machinery/shield/attackby(obj/item/W as obj, mob/user as mob, params)
/obj/machinery/shield/attackby(obj/item/W, mob/user, params)
if(!istype(W))
return
@@ -61,7 +61,7 @@
..()
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shield/bullet_act(obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
@@ -149,7 +149,8 @@
/obj/machinery/shieldgen/proc/shields_up()
if(active) return 0 //If it's already turned on, how did this get called?
if(active)
return 0 //If it's already turned on, how did this get called?
active = 1
update_icon()
@@ -231,7 +232,6 @@
shields_up()
else
to_chat(user, "The device must first be secured to the floor.")
return
/obj/machinery/shieldgen/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/card/emag))
@@ -316,7 +316,6 @@
var/locked = 1
var/destroyed = 0
var/directwired = 1
// var/maxshieldload = 200
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = CONDUCT
@@ -330,7 +329,8 @@
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(C)
PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 0
@@ -349,7 +349,7 @@
// message_admins("[PN.load]", 1)
// use_power(250) //uses APC power
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
/obj/machinery/shieldwallgen/attack_hand(mob/user)
if(state != 1)
to_chat(user, "<span class='warning'>The shield generator needs to be firmly secured to the floor first.</span>")
return 1
@@ -367,7 +367,8 @@
user.visible_message("[user] turned the shield generator off.", \
"You turn off the shield generator.", \
"You hear heavy droning fade out.")
for(var/dir in list(1,2,4,8)) cleanup(dir)
for(var/dir in list(1,2,4,8))
cleanup(dir)
else
active = 1
icon_state = "Shield_Gen +a"
@@ -385,8 +386,6 @@
storedpower = maxstoredpower
if(storedpower <= 0)
storedpower = 0
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
// shieldload = maxshieldload
if(active == 1)
if(!state == 1)
@@ -407,9 +406,10 @@
"You hear heavy droning fade out")
icon_state = "Shield_Gen"
active = 0
for(var/dir in list(1,2,4,8)) cleanup(dir)
for(var/dir in list(1,2,4,8))
cleanup(dir)
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
/obj/machinery/shieldwallgen/proc/setup_field(NSEW = 0)
var/turf/T = loc
var/turf/T2 = loc
var/obj/machinery/shieldwallgen/G
@@ -485,7 +485,7 @@
add_fingerprint(user)
..()
/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
/obj/machinery/shieldwallgen/proc/cleanup(NSEW)
var/obj/machinery/shieldwall/F
var/obj/machinery/shieldwallgen/G
var/turf/T = loc
@@ -510,13 +510,13 @@
cleanup(8)
return ..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shieldwallgen/bullet_act(obj/item/projectile/Proj)
storedpower -= Proj.damage
..()
return
//////////////Containment Field START
////////////// Containment Field START
/obj/machinery/shieldwall
name = "Shield"
desc = "An energy shield."
@@ -528,21 +528,20 @@
luminosity = 3
var/needs_power = 0
var/active = 1
// var/power = 10
var/delay = 5
var/last_active
var/mob/U
var/obj/machinery/shieldwallgen/gen_primary
var/obj/machinery/shieldwallgen/gen_secondary
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
/obj/machinery/shieldwall/New(obj/machinery/shieldwallgen/A, obj/machinery/shieldwallgen/B)
..()
gen_primary = A
gen_secondary = B
if(A && B)
needs_power = 1
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
/obj/machinery/shieldwall/attack_hand(mob/user)
return
@@ -555,14 +554,14 @@
if(!(gen_primary.active)||!(gen_secondary.active))
qdel(src)
return
//
if(prob(50))
gen_primary.storedpower -= 10
else
gen_secondary.storedpower -=10
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shieldwall/bullet_act(obj/item/projectile/Proj)
if(needs_power)
var/obj/machinery/shieldwallgen/G
if(prob(50))