mirror of
https://github.com/VOREStation/VOREStation.git
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Merge pull request #11110 from MarinaGryphon/codequality/bool-fixes-2
Fixes a bunch of bools missed in #11100
This commit is contained in:
@@ -9,5 +9,5 @@
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// More complicated, conditional airflow should override CanZASPass().
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#define ATMOS_PASS_YES 1 // Always blocks air and zones.
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#define ATMOS_PASS_NO 2 // Never blocks air or zones.
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#define ATMOS_PASS_DENSITY 3 // Blocks air and zones if density = 1, allows both if density = 0
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#define ATMOS_PASS_DENSITY 3 // Blocks air and zones if density = TRUE, allows both if density = FALSE
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#define ATMOS_PASS_PROC 4 // Call CanZASPass() using c_airblock
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@@ -65,7 +65,7 @@
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.+=360
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//Returns location. Returns null if no location was found.
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = FALSE, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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/*
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Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
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Random error in tile placement x, error in tile placement y, and block offset.
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@@ -151,8 +151,8 @@ var/const/tk_maxrange = 15
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if(!focus) return
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var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
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O.name = "sparkles"
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O.anchored = 1
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O.density = 0
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O.anchored = TRUE
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O.density = FALSE
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O.layer = FLY_LAYER
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O.set_dir(pick(GLOB.cardinal))
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O.icon = 'icons/effects/effects.dmi'
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@@ -5,7 +5,7 @@
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TARGET.airflow_time = 0; \
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TARGET.airflow_skip_speedcheck = FALSE; \
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if (TARGET.airflow_od) { \
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TARGET.density = 0; \
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TARGET.density = FALSE; \
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}
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// No point in making this a processing substem, it overrides fire() and handles its own processing list!
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@@ -54,7 +54,7 @@ SUBSYSTEM_DEF(airflow)
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if (target.airflow_speed > 7)
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if (target.airflow_time++ >= target.airflow_speed - 7)
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if (target.airflow_od)
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target.density = 0
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target.density = FALSE
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target.airflow_skip_speedcheck = TRUE
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if (MC_TICK_CHECK)
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@@ -62,7 +62,7 @@ SUBSYSTEM_DEF(airflow)
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continue
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else
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if (target.airflow_od)
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target.density = 0
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target.density = FALSE
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target.airflow_process_delay = max(1, 10 - (target.airflow_speed + 3))
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target.airflow_skip_speedcheck = TRUE
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@@ -73,7 +73,7 @@ SUBSYSTEM_DEF(airflow)
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target.airflow_skip_speedcheck = FALSE
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if (target.airflow_od)
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target.density = 1
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target.density = TRUE
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if (!target.airflow_dest || target.loc == target.airflow_dest)
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target.airflow_dest = locate(min(max(target.x + target.airflow_xo, 1), world.maxx), min(max(target.y + target.airflow_yo, 1), world.maxy), target.z)
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@@ -153,6 +153,6 @@
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cost = 50
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containertype = /obj/structure/closet/crate/aether
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containername = "Hydroponics tray crate"
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contains = list(/obj/machinery/portable_atmospherics/hydroponics{anchored = 0} = 3)
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contains = list(/obj/machinery/portable_atmospherics/hydroponics{anchored = FALSE} = 3)
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access = access_hydroponics
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@@ -77,7 +77,7 @@
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/obj/item/weapon/folder/yellow,
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/obj/item/weapon/hand_labeler,
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/obj/item/weapon/tape_roll,
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/obj/structure/filingcabinet/chestdrawer{anchored = 0},
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/obj/structure/filingcabinet/chestdrawer{anchored = FALSE},
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/obj/item/weapon/paper_bin
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)
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name = "Office supplies"
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@@ -26,7 +26,7 @@
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var/obj/item/organ/external/affecting = H.get_organ(zone)
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to_chat(user, "<span class='danger'>An inexplicable force rips through your [affecting.name], tearing the sword from your grasp!</span>")
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//random amount of damage between half of the blade's force and the full force of the blade.
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user.apply_damage(rand(force/2, force), BRUTE, zone, 0, sharp=1, edge=1)
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user.apply_damage(rand(force/2, force), BRUTE, zone, 0, sharp = TRUE, edge = TRUE)
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user.Weaken(5)
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else if(!istype(user, /mob/living/simple_mob/construct))
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to_chat(user, "<span class='danger'>An inexplicable force rips through you, tearing the sword from your grasp!</span>")
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@@ -153,7 +153,7 @@ var/global/list/narsie_list = list()
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T.icon = 'icons/turf/walls.dmi'
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T.icon_state = "cult-narsie"
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T.opacity = 0
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T.density = 0
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T.density = FALSE
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set_light(1)
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/obj/singularity/narsie/large/consume(const/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
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@@ -16,7 +16,7 @@
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/obj/singularity/narsie/large/exit/New()
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..()
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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/obj/singularity/narsie/large/exit/update_icon()
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overlays = 0
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@@ -50,7 +50,7 @@
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var/turf/T = A
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var/dist = get_dist(T, src)
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if (dist <= consume_range && T.density)
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T.density = 0
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T.density = FALSE
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for (var/atom/movable/AM in T.contents)
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if (AM == src) // This is the snowflake.
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@@ -54,9 +54,9 @@
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//MOVEMENT
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if( prob(50) )
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src.anchored = 0
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src.anchored = FALSE
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step(src,pick(alldirs))
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src.anchored = 1
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src.anchored = TRUE
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/obj/effect/bhole/proc/grav(var/r, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
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if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
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@@ -58,8 +58,8 @@
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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P.sharp = 0
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P.edge = 0
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P.sharp = FALSE
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P.edge = FALSE
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P.embed_chance = 0
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if(P.agony)
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var/agony_blocked = P.agony * (modified_block_percentage / 100)
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@@ -172,7 +172,7 @@ update_flag
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src.destroyed = 1
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playsound(src, 'sound/effects/spray.ogg', 10, 1, -3)
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src.density = 0
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src.density = FALSE
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update_icon()
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if (src.holding)
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@@ -309,7 +309,7 @@
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simulation_results += "<hr>Final Result: No detonation."
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/obj/machinery/bomb_tester/proc/canister_sim()
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test_canister.anchored = 1
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test_canister.anchored = TRUE
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faketank.volume = tank1.air_contents.volume
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faketank.copy_from(tank1.air_contents)
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faketank_integrity = tank1.integrity
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@@ -346,7 +346,7 @@
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update_use_power(USE_POWER_IDLE)
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update_icon()
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if(test_canister && test_canister.anchored && !test_canister.connected_port)
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test_canister.anchored = 0
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test_canister.anchored = FALSE
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if(cancelled)
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return
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if(simulation_results == "Error")
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@@ -174,7 +174,7 @@
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if(weld(W, user))
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if(assembly)
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assembly.loc = src.loc
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assembly.anchored = 1
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assembly.anchored = TRUE
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assembly.camera_name = c_tag
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assembly.camera_network = english_list(network, NETWORK_DEFAULT, ",", ",")
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assembly.update_icon()
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@@ -17,7 +17,7 @@
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playsound(src, P.usesound, 50, 1)
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if(do_after(user, 20 * P.toolspeed))
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to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
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src.anchored = 1
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src.anchored = TRUE
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src.state = 1
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if(istype(P, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = P
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@@ -35,7 +35,7 @@
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playsound(src, P.usesound, 50, 1)
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if(do_after(user, 20 * P.toolspeed))
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to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
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src.anchored = 0
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src.anchored = FALSE
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src.state = 0
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if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
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var/obj/item/weapon/circuitboard/B = P
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@@ -75,7 +75,7 @@
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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A.anchored = TRUE
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qdel(src)
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else
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to_chat(to_chat(user, "<span class='notice'>You disconnect the monitor.</span>"))
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@@ -98,7 +98,7 @@
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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A.anchored = TRUE
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qdel(src)
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else
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attack_hand(user)
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@@ -1137,7 +1137,7 @@ About the new airlock wires panel:
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if (istype(da, /obj/structure/door_assembly/multi_tile))
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da.set_dir(src.dir)
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da.anchored = 1
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da.anchored = TRUE
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if(mineral)
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da.glass = mineral
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//else if(glass)
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@@ -86,7 +86,7 @@
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src.operating = 1
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playsound(src, open_sound, 100, 1)
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flick(icon_state_opening, src)
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src.density = 0
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src.density = FALSE
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update_nearby_tiles()
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src.update_icon()
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src.set_opacity(0)
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@@ -106,7 +106,7 @@
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playsound(src, close_sound, 100, 1)
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src.layer = closed_layer
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flick(icon_state_closing, src)
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src.density = 1
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src.density = TRUE
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update_nearby_tiles()
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src.update_icon()
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if(src.istransparent)
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@@ -157,7 +157,7 @@
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/obj/machinery/door/CanZASPass(turf/T, is_zone)
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if(is_zone)
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return !block_air_zones // Block merging unless block_air_zones = 0
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return !density // Block airflow unless density = 0
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return !density // Block airflow unless density = FALSE
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/obj/machinery/door/proc/bumpopen(mob/user as mob)
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if(operating) return
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@@ -429,7 +429,7 @@
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icon_state = "door0"
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set_opacity(0)
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sleep(3)
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src.density = 0
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src.density = FALSE
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update_nearby_tiles()
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sleep(7)
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src.layer = open_layer
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@@ -454,7 +454,7 @@
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close_door_at = 0
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do_animate("closing")
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sleep(3)
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src.density = 1
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src.density = TRUE
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explosion_resistance = initial(explosion_resistance)
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src.layer = closed_layer
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update_nearby_tiles()
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@@ -288,8 +288,8 @@
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new/obj/item/weapon/circuitboard/airalarm(src.loc)
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var/obj/structure/firedoor_assembly/FA = new/obj/structure/firedoor_assembly(src.loc)
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FA.anchored = 1
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FA.density = 1
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FA.anchored = TRUE
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FA.density = TRUE
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FA.wired = 1
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FA.glass = glass
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FA.update_icon()
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@@ -50,7 +50,7 @@
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if(operating == -1)
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ae.icon_state = "door_electronics_smoked"
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operating = 0
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src.density = 0
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src.density = FALSE
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] shatters!")
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@@ -228,7 +228,7 @@
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if (src.base_state == "right" || src.base_state == "rightsecure")
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wa.facing = "r"
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wa.set_dir(src.dir)
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wa.anchored = 1
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wa.anchored = TRUE
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wa.created_name = name
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wa.state = "02"
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wa.step = 2
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@@ -119,7 +119,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
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hologram.icon = A.holo_icon
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//hologram.mouse_opacity = 0//So you can't click on it. //VOREStation Removal
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hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
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hologram.anchored = 1//So space wind cannot drag it.
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hologram.anchored = TRUE//So space wind cannot drag it.
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hologram.name = "[A.name] (Hologram)"//If someone decides to right click.
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hologram.set_light(2) //hologram lighting
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hologram.color = color //painted holopad gives coloured holograms
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@@ -176,7 +176,7 @@ Class Procs:
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pulse2.icon = 'icons/effects/effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.anchored = TRUE
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pulse2.set_dir(pick(cardinal))
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spawn(10)
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@@ -441,15 +441,15 @@ Class Procs:
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var/obj/structure/frame/A = new /obj/structure/frame(src.loc)
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var/obj/item/weapon/circuitboard/M = circuit
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A.circuit = M
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A.anchored = 1
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A.anchored = TRUE
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A.frame_type = M.board_type
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if(A.frame_type.circuit)
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A.need_circuit = 0
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if(A.frame_type.frame_class == FRAME_CLASS_ALARM || A.frame_type.frame_class == FRAME_CLASS_DISPLAY)
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A.density = 0
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A.density = FALSE
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else
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A.density = 1
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A.density = TRUE
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if(A.frame_type.frame_class == FRAME_CLASS_MACHINE)
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for(var/obj/D in component_parts)
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@@ -124,7 +124,7 @@
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"<span class='notice'>[user] unfastens \the [src].</span>", \
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"<span class='notice'>You have unfastened \the [src]. Now it can be pulled somewhere else.</span>", \
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"You hear ratchet.")
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src.anchored = 0
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src.anchored = FALSE
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src.stat |= MAINT
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src.unwrenched = 1
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if (usr.machine==src)
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@@ -137,7 +137,7 @@
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"<span class='notice'>[user] fastens \the [src].</span>", \
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"<span class='notice'>You have fastened \the [src]. Now it can dispense pipes.</span>", \
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"You hear ratchet.")
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src.anchored = 1
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src.anchored = TRUE
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src.stat &= ~MAINT
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src.unwrenched = 0
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power_change()
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@@ -28,7 +28,7 @@
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id = "CentCom Relay"
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hide = 1
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toggled = 1
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//anchored = 1
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//anchored = TRUE
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//use_power = 0
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//idle_power_usage = 0
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produces_heat = 0
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@@ -78,13 +78,13 @@
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chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
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set_ready_state(FALSE)
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chassis.use_power(energy_drain)
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O.anchored = 1
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O.anchored = TRUE
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var/T = chassis.loc
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if(do_after_cooldown(target))
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if(T == chassis.loc && src == chassis.selected)
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cargo_holder.cargo += O
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O.loc = chassis
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O.anchored = 0
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O.anchored = FALSE
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occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
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log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
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else
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@@ -139,13 +139,13 @@
|
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chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
|
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set_ready_state(FALSE)
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chassis.use_power(energy_drain)
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O.anchored = 1
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O.anchored = TRUE
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var/T = chassis.loc
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if(do_after_cooldown(target))
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if(T == chassis.loc && src == chassis.selected)
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cargo_holder.cargo += O
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O.loc = chassis
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O.anchored = 0
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O.anchored = FALSE
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chassis.occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
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chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
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else
|
||||
|
||||
@@ -933,10 +933,10 @@
|
||||
. = ..(obstacle)
|
||||
return
|
||||
if(istype(O, /obj/effect/portal)) //derpfix
|
||||
src.anchored = 0 //I have no idea what this really fix.
|
||||
src.anchored = FALSE //I have no idea what this really fix.
|
||||
O.Crossed(src)
|
||||
spawn(0)//countering portal teleport spawn(0), hurr
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
else if(O.anchored)
|
||||
obstacle.Bumped(src)
|
||||
else
|
||||
@@ -2688,7 +2688,7 @@
|
||||
O.canmove = 1
|
||||
O.name = AI.name
|
||||
O.real_name = AI.real_name
|
||||
O.anchored = 1
|
||||
O.anchored = TRUE
|
||||
O.aiRestorePowerRoutine = 0
|
||||
O.control_disabled = 1 // Can't control things remotely if you're stuck in a card!
|
||||
O.laws = AI.laws
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/ripley(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "ripley0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
const_holder.overlays.len = 0
|
||||
spawn()
|
||||
qdel(src)
|
||||
@@ -303,7 +303,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/gygax(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "gygax0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -587,7 +587,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/serenity(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "gygax0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -873,7 +873,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/firefighter(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "fireripley0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1097,7 +1097,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/durand(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "durand0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1381,7 +1381,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/odysseus(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "odysseus0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1594,7 +1594,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/phazon(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "phazon0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1876,7 +1876,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/janus(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction.dmi'
|
||||
const_holder.icon_state = "janus0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
spawn()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/polecat(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction_vr.dmi'
|
||||
const_holder.icon_state = "polecat0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
const_holder.overlays.len = 0
|
||||
spawn()
|
||||
qdel(src)
|
||||
@@ -303,7 +303,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/gopher(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction_vr.dmi'
|
||||
const_holder.icon_state = "gopher0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
const_holder.overlays.len = 0
|
||||
spawn()
|
||||
qdel(src)
|
||||
@@ -512,7 +512,7 @@
|
||||
const_holder.construct = new /datum/construction/reversible/mecha/weasel(const_holder)
|
||||
const_holder.icon = 'icons/mecha/mech_construction_vr.dmi'
|
||||
const_holder.icon_state = "weasel0"
|
||||
const_holder.density = 1
|
||||
const_holder.density = TRUE
|
||||
const_holder.overlays.len = 0
|
||||
spawn()
|
||||
qdel(src)
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
pulse.icon = 'icons/effects/effects.dmi'
|
||||
pulse.icon_state = "emppulse"
|
||||
pulse.name = "emp pulse"
|
||||
pulse.anchored = 1
|
||||
pulse.anchored = TRUE
|
||||
spawn(20)
|
||||
qdel(pulse)
|
||||
|
||||
|
||||
@@ -147,7 +147,7 @@
|
||||
A.pixel_y = pixel_y
|
||||
A.circuit = M
|
||||
A.set_dir(dir)
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
A.state = 2
|
||||
A.update_icon()
|
||||
M.deconstruct(src)
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
for(var/obj/structure/target_stake/T in view(3,src))
|
||||
if(T.pinned_target == src)
|
||||
T.pinned_target = null
|
||||
T.density = 1
|
||||
T.density = TRUE
|
||||
break
|
||||
..() // delete target
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
|
||||
if(stake)
|
||||
if(stake.pinned_target)
|
||||
stake.density = 1
|
||||
stake.density = TRUE
|
||||
density = FALSE
|
||||
layer = OBJ_LAYER
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
if(L && (ishuman(L) || L.isMonkey() || iscorgi(L)))
|
||||
if(L.buckled)
|
||||
L.buckled = 0
|
||||
L.anchored = 0
|
||||
L.anchored = FALSE
|
||||
if(L.client)
|
||||
L.client.perspective = EYE_PERSPECTIVE
|
||||
L.client.eye = src
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
/obj/structure/displaycase/proc/healthcheck()
|
||||
if (src.health <= 0)
|
||||
if (!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.density = FALSE
|
||||
src.destroyed = 1
|
||||
new /obj/item/weapon/material/shard( src.loc )
|
||||
playsound(src, "shatter", 70, 1)
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
if(istype(W, /obj/item/target))
|
||||
density = FALSE
|
||||
W.density = 1
|
||||
W.density = TRUE
|
||||
user.remove_from_mob(W)
|
||||
W.loc = loc
|
||||
W.layer = ABOVE_JUNK_LAYER
|
||||
@@ -37,7 +37,7 @@
|
||||
// taking pinned targets off!
|
||||
if(pinned_target)
|
||||
density = TRUE
|
||||
pinned_target.density = 0
|
||||
pinned_target.density = FALSE
|
||||
pinned_target.layer = OBJ_LAYER
|
||||
|
||||
pinned_target.loc = user.loc
|
||||
|
||||
@@ -113,7 +113,7 @@
|
||||
if(do_after(user, 40 * W.toolspeed))
|
||||
if(!src) return
|
||||
to_chat(user,"<span class='notice'>You've secured the windoor assembly!</span>")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
step = 0
|
||||
|
||||
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
||||
@@ -124,7 +124,7 @@
|
||||
if(do_after(user, 40 * W.toolspeed))
|
||||
if(!src) return
|
||||
to_chat(user,"<span class='notice'>You've unsecured the windoor assembly!</span>")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
step = null
|
||||
|
||||
//Adding cable to the assembly. Step 5 complete.
|
||||
@@ -212,7 +212,7 @@
|
||||
windoor.icon_state = "rightsecureopen"
|
||||
windoor.base_state = "rightsecure"
|
||||
windoor.set_dir(src.dir)
|
||||
windoor.density = 0
|
||||
windoor.density = FALSE
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
spawn(0)
|
||||
@@ -234,7 +234,7 @@
|
||||
windoor.icon_state = "rightopen"
|
||||
windoor.base_state = "right"
|
||||
windoor.set_dir(src.dir)
|
||||
windoor.density = 0
|
||||
windoor.density = FALSE
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
spawn(0)
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
/obj/structure/kitchenspike/stumble_into(mob/living/M)
|
||||
playsound(src, "sound/weapons/pierce.ogg", 25, 1, -1)
|
||||
visible_message("<span class='warning'>[M] [pick("ran", "slammed")] into the spikes on \the [src]!</span>")
|
||||
M.apply_damage(15, BRUTE, sharp=1)
|
||||
M.apply_damage(15, BRUTE, sharp = TRUE)
|
||||
M.Weaken(5)
|
||||
M.stop_flying()
|
||||
|
||||
|
||||
@@ -267,8 +267,8 @@
|
||||
O.desc = "Looks hot."
|
||||
O.icon = 'icons/effects/fire.dmi'
|
||||
O.icon_state = "2"
|
||||
O.anchored = 1
|
||||
O.density = 1
|
||||
O.anchored = TRUE
|
||||
O.density = TRUE
|
||||
O.plane = ABOVE_PLANE
|
||||
|
||||
if(girder_material.integrity >= 150 && !girder_material.is_brittle()) //Strong girders will remain in place when a wall is melted.
|
||||
|
||||
@@ -518,7 +518,7 @@
|
||||
if(istype(M.loc.loc,/area/engineering/engine_room))
|
||||
if(istype(M,/obj/machinery/power/rad_collector))
|
||||
var/obj/machinery/power/rad_collector/Rad = M
|
||||
Rad.anchored = 1
|
||||
Rad.anchored = TRUE
|
||||
Rad.connect_to_network()
|
||||
|
||||
var/obj/item/weapon/tank/phoron/Phoron = new/obj/item/weapon/tank/phoron(Rad)
|
||||
|
||||
@@ -104,60 +104,60 @@
|
||||
temp = corpse.get_equipped_item(slot_w_uniform)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_w_uniform)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_wear_suit))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/suit/chameleon/changeling(corpse), slot_wear_suit)
|
||||
temp = corpse.get_equipped_item(slot_wear_suit)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_wear_suit)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_shoes))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/shoes/chameleon/changeling(corpse), slot_shoes)
|
||||
temp = corpse.get_equipped_item(slot_shoes)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_shoes)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_gloves))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/gloves/chameleon/changeling(corpse), slot_gloves)
|
||||
temp = corpse.get_equipped_item(slot_gloves)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_gloves)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_l_ear))
|
||||
temp = H.get_equipped_item(slot_l_ear)
|
||||
corpse.equip_to_slot_or_del(new temp.type(corpse), slot_l_ear)
|
||||
temp = corpse.get_equipped_item(slot_l_ear)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_glasses))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/glasses/chameleon/changeling(corpse), slot_glasses)
|
||||
temp = corpse.get_equipped_item(slot_glasses)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_glasses)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_wear_mask))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/mask/chameleon/changeling(corpse), slot_wear_mask)
|
||||
temp = corpse.get_equipped_item(slot_wear_mask)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_wear_mask)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_head))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/clothing/head/chameleon/changeling(corpse), slot_head)
|
||||
temp = corpse.get_equipped_item(slot_head)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_head)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_belt))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/chameleon/changeling(corpse), slot_belt)
|
||||
temp = corpse.get_equipped_item(slot_belt)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_belt)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
if(H.get_equipped_item(slot_back))
|
||||
corpse.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/chameleon/changeling(corpse), slot_back)
|
||||
temp = corpse.get_equipped_item(slot_back)
|
||||
var/obj/item/clothing/c_type = H.get_equipped_item(slot_back)
|
||||
temp.disguise(c_type.type)
|
||||
temp.canremove = 0
|
||||
temp.canremove = FALSE
|
||||
corpse.identifying_gender = H.identifying_gender
|
||||
corpse.flavor_texts = H.flavor_texts.Copy()
|
||||
corpse.real_name = H.real_name
|
||||
|
||||
@@ -65,11 +65,11 @@
|
||||
for(var/i = 1 to limit)
|
||||
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(current_spot)
|
||||
I.master = src
|
||||
I.density = 1
|
||||
I.density = TRUE
|
||||
I.set_dir(dir)
|
||||
if(!step(I, I.dir)) //Try to take a step in that direction
|
||||
return //Couldn't, oh well, we hit a wall or something. Beam should qdel itself in it's Bump().
|
||||
I.density = 0
|
||||
I.density = FALSE
|
||||
i_beams |= I
|
||||
I.visible = visible
|
||||
|
||||
|
||||
@@ -143,7 +143,7 @@
|
||||
for(var/obj/item/piece in list(gloves,helmet,boots,chest))
|
||||
if(!istype(piece))
|
||||
continue
|
||||
piece.canremove = 0
|
||||
piece.canremove = FALSE
|
||||
piece.name = "[suit_type] [initial(piece.name)]"
|
||||
piece.desc = "It seems to be part of a [src.name]."
|
||||
piece.icon_state = "[suit_state]"
|
||||
@@ -712,11 +712,11 @@
|
||||
if(use_obj && check_slot == use_obj)
|
||||
to_chat(H, "<span class='notice'><b>Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.</b></span>")
|
||||
playsound(src, 'sound/machines/rig/rigservo.ogg', 10, FALSE)
|
||||
use_obj.canremove = 1
|
||||
use_obj.canremove = TRUE
|
||||
holder.drop_from_inventory(use_obj)
|
||||
use_obj.forceMove(get_turf(src))
|
||||
use_obj.dropped()
|
||||
use_obj.canremove = 0
|
||||
use_obj.canremove = FALSE
|
||||
use_obj.forceMove(src)
|
||||
|
||||
else if (deploy_mode != ONLY_RETRACT)
|
||||
|
||||
@@ -97,28 +97,28 @@
|
||||
|
||||
if(boots)
|
||||
if (H.equip_to_slot_if_possible(boots, slot_shoes))
|
||||
boots.canremove = 0
|
||||
boots.canremove = FALSE
|
||||
|
||||
if(helmet)
|
||||
if(H.head)
|
||||
to_chat(M, "You are unable to deploy your suit's helmet as \the [H.head] is in the way.")
|
||||
else if (H.equip_to_slot_if_possible(helmet, slot_head))
|
||||
to_chat(M, "Your suit's helmet deploys with a hiss.")
|
||||
helmet.canremove = 0
|
||||
helmet.canremove = FALSE
|
||||
|
||||
if(tank)
|
||||
if(H.s_store) //In case someone finds a way.
|
||||
to_chat(M, "Alarmingly, the valve on your suit's installed tank fails to engage.")
|
||||
else if (H.equip_to_slot_if_possible(tank, slot_s_store))
|
||||
to_chat(M, "The valve on your suit's installed tank safely engages.")
|
||||
tank.canremove = 0
|
||||
tank.canremove = FALSE
|
||||
|
||||
if(cooler)
|
||||
if(H.s_store) //Ditto
|
||||
to_chat(M, "Alarmingly, the cooling unit installed into your suit fails to deploy.")
|
||||
else if (H.equip_to_slot_if_possible(cooler, slot_s_store))
|
||||
to_chat(M, "Your suit's cooling unit deploys.")
|
||||
cooler.canremove = 0
|
||||
cooler.canremove = FALSE
|
||||
|
||||
/obj/item/clothing/suit/space/void/dropped()
|
||||
..()
|
||||
@@ -126,7 +126,7 @@
|
||||
var/mob/living/carbon/human/H
|
||||
|
||||
if(helmet)
|
||||
helmet.canremove = 1
|
||||
helmet.canremove = TRUE
|
||||
H = helmet.loc
|
||||
if(istype(H))
|
||||
if(helmet && H.head == helmet)
|
||||
@@ -134,7 +134,7 @@
|
||||
helmet.forceMove(src)
|
||||
|
||||
if(boots)
|
||||
boots.canremove = 1
|
||||
boots.canremove = TRUE
|
||||
H = boots.loc
|
||||
if(istype(H))
|
||||
if(boots && H.shoes == boots)
|
||||
@@ -142,11 +142,11 @@
|
||||
boots.forceMove(src)
|
||||
|
||||
if(tank)
|
||||
tank.canremove = 1
|
||||
tank.canremove = TRUE
|
||||
tank.forceMove(src)
|
||||
|
||||
if(cooler)
|
||||
cooler.canremove = 1
|
||||
cooler.canremove = TRUE
|
||||
cooler.forceMove(src)
|
||||
|
||||
/obj/item/clothing/suit/space/void/proc/attach_helmet(var/obj/item/clothing/head/helmet/space/void/helm)
|
||||
@@ -188,7 +188,7 @@
|
||||
|
||||
if(H.head == helmet)
|
||||
to_chat(H, "<span class='notice'>You retract your suit helmet.</span>")
|
||||
helmet.canremove = 1
|
||||
helmet.canremove = TRUE
|
||||
H.drop_from_inventory(helmet)
|
||||
helmet.forceMove(src)
|
||||
else
|
||||
@@ -197,7 +197,7 @@
|
||||
return
|
||||
if(H.equip_to_slot_if_possible(helmet, slot_head))
|
||||
helmet.pickup(H)
|
||||
helmet.canremove = 0
|
||||
helmet.canremove = FALSE
|
||||
to_chat(H, "<span class='info'>You deploy your suit helmet, sealing you off from the world.</span>")
|
||||
|
||||
if(helmet.light_system == STATIC_LIGHT)
|
||||
@@ -229,7 +229,7 @@
|
||||
removing = cooler
|
||||
cooler = null
|
||||
to_chat(H, "<span class='info'>You press the emergency release, ejecting \the [removing] from your suit.</span>")
|
||||
removing.canremove = 1
|
||||
removing.canremove = TRUE
|
||||
H.drop_from_inventory(removing)
|
||||
|
||||
/obj/item/clothing/suit/space/void/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
@@ -256,7 +256,7 @@
|
||||
return
|
||||
|
||||
/obj/machinery/door/window/holowindoor/shatter(var/display_message = 1)
|
||||
src.density = 0
|
||||
src.density = FALSE
|
||||
playsound(src, "shatter", 70, 1)
|
||||
if(display_message)
|
||||
visible_message("[src] fades away as it shatters!")
|
||||
|
||||
@@ -140,7 +140,7 @@
|
||||
|
||||
if(affecting)
|
||||
to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your [affecting.name] greedily!</span>")
|
||||
target.apply_damage(damage, BRUTE, target_limb, blocked, soaked, "Thorns", sharp=1, edge=has_edge)
|
||||
target.apply_damage(damage, BRUTE, target_limb, blocked, soaked, "Thorns", sharp = TRUE, edge=has_edge)
|
||||
else
|
||||
to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your flesh greedily!</span>")
|
||||
target.adjustBruteLoss(damage)
|
||||
@@ -149,7 +149,7 @@
|
||||
has_edge = prob(get_trait(TRAIT_POTENCY)/5)
|
||||
if(affecting)
|
||||
to_chat(target, "<span class='danger'>\The [fruit]'s thorns dig deeply into your [affecting.name]!</span>")
|
||||
target.apply_damage(damage, BRUTE, target_limb, blocked, "Thorns", sharp=1, edge=has_edge)
|
||||
target.apply_damage(damage, BRUTE, target_limb, blocked, "Thorns", sharp = TRUE, edge=has_edge)
|
||||
else
|
||||
to_chat(target, "<span class='danger'>\The [fruit]'s thorns dig deeply into your flesh!</span>")
|
||||
target.adjustBruteLoss(damage)
|
||||
|
||||
@@ -122,9 +122,9 @@
|
||||
return
|
||||
|
||||
//move out to the destination
|
||||
child.anchored = 0
|
||||
child.anchored = FALSE
|
||||
step_to(child, target_turf)
|
||||
child.anchored = 1
|
||||
child.anchored = TRUE
|
||||
child.update_icon()
|
||||
|
||||
//see if anything is there
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
M.Translate(new_x, new_y)
|
||||
MA.opacity = 1
|
||||
if(!optional)
|
||||
MA.density = 1
|
||||
MA.density = TRUE
|
||||
|
||||
MA.icon_state = "origin_active"
|
||||
MA.plane = PLANE_LOOKINGGLASS
|
||||
@@ -76,7 +76,7 @@
|
||||
sleep(3 SECONDS)
|
||||
var/mutable_appearance/MA = new (src)
|
||||
MA.opacity = 0
|
||||
MA.density = 0
|
||||
MA.density = FALSE
|
||||
MA.icon_state = "origin_switching"
|
||||
MA.plane = initial(plane)
|
||||
MA.layer = initial(layer)
|
||||
|
||||
@@ -297,7 +297,7 @@ var/global/dmm_suite/preloader/_preloader = null
|
||||
//simulates the DM multiple turfs on one tile underlaying
|
||||
/dmm_suite/proc/add_underlying_turf(var/turf/placed,var/turf/underturf, var/list/turfs_underlays)
|
||||
if(underturf.density)
|
||||
placed.density = 1
|
||||
placed.density = TRUE
|
||||
if(underturf.opacity)
|
||||
placed.opacity = 1
|
||||
placed.underlays += turfs_underlays
|
||||
|
||||
@@ -84,7 +84,7 @@ var/global/list/datum/stack_recipe/rods_recipes = list( \
|
||||
for(var/obj/structure/grille/G in usr.loc)
|
||||
if (G.destroyed)
|
||||
G.health = 10
|
||||
G.density = 1
|
||||
G.density = TRUE
|
||||
G.destroyed = 0
|
||||
G.icon_state = "grille"
|
||||
use(1)
|
||||
|
||||
@@ -214,7 +214,7 @@
|
||||
var/obj/item/stack/flag/newflag = new src.type(T)
|
||||
newflag.amount = 1
|
||||
newflag.upright = 1
|
||||
newflag.anchored = 1
|
||||
newflag.anchored = TRUE
|
||||
newflag.name = newflag.singular_name
|
||||
newflag.icon_state = "[newflag.base_state]_open"
|
||||
newflag.visible_message("<b>[user]</b> plants [newflag] firmly in the ground.")
|
||||
|
||||
@@ -358,7 +358,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
|
||||
//Damages ONE external organ, organ gets randomly selected from damagable ones.
|
||||
//It automatically updates damage overlays if necesary
|
||||
//It automatically updates health status
|
||||
/mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0)
|
||||
/mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = FALSE, var/edge = FALSE)
|
||||
var/list/obj/item/organ/external/parts = get_damageable_organs()
|
||||
if(!parts.len) return
|
||||
var/obj/item/organ/external/picked = pick(parts)
|
||||
@@ -391,7 +391,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
|
||||
if(update) UpdateDamageIcon()
|
||||
|
||||
// damage MANY external organs, in random order
|
||||
/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0, var/used_weapon = null)
|
||||
/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = FALSE, var/edge = FALSE, var/used_weapon = null)
|
||||
if(status_flags & GODMODE) return //godmode
|
||||
var/list/obj/item/organ/external/parts = get_damageable_organs()
|
||||
var/update = 0
|
||||
@@ -448,7 +448,7 @@ This function restores all organs.
|
||||
return organs_by_name[zone]
|
||||
*/
|
||||
|
||||
/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
|
||||
/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null)
|
||||
if(Debug2)
|
||||
to_world_log("## DEBUG: human/apply_damage() was called on [src], with [damage] damage, an armor value of [blocked], and a soak value of [soaked].")
|
||||
|
||||
|
||||
@@ -486,7 +486,7 @@ emp_act
|
||||
if(T)
|
||||
src.loc = T
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
src.pinned += O
|
||||
|
||||
// This does a prob check to catch the thing flying at you, with a minimum of 1%
|
||||
|
||||
+2
-2
@@ -835,12 +835,12 @@
|
||||
return
|
||||
|
||||
if(!C.anchored && !C.pulledby) //Not currently anchored, and not pulled by anyone.
|
||||
C.anchored = 1 //This is the only way to stop the inertial_drift.
|
||||
C.anchored = TRUE //This is the only way to stop the inertial_drift.
|
||||
C.adjust_nutrition(-25)
|
||||
update_floating()
|
||||
to_chat(C, "<span class='notice'>You hover in place.</span>")
|
||||
spawn(6) //.6 seconds.
|
||||
C.anchored = 0
|
||||
C.anchored = FALSE
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
Returns
|
||||
standard 0 if fail
|
||||
*/
|
||||
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
|
||||
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null)
|
||||
if(Debug2)
|
||||
to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
|
||||
if(!damage || (blocked >= 100))
|
||||
|
||||
@@ -321,7 +321,7 @@
|
||||
if(T)
|
||||
src.loc = T
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
src.pinned += O
|
||||
|
||||
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
|
||||
|
||||
@@ -8,5 +8,5 @@
|
||||
/mob/living/silicon/decoy/New()
|
||||
src.icon = 'icons/mob/AI.dmi'
|
||||
src.icon_state = "ai"
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
src.canmove = 0
|
||||
@@ -1,5 +1,5 @@
|
||||
//Redefining some robot procs, since drones can't be repaired and really shouldn't take component damage.
|
||||
/mob/living/silicon/robot/drone/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/used_weapon = null)
|
||||
/mob/living/silicon/robot/drone/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/used_weapon = null)
|
||||
bruteloss += brute
|
||||
fireloss += burn
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
if(bruteloss<0) bruteloss = 0
|
||||
if(fireloss<0) fireloss = 0
|
||||
|
||||
/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/emp = 0)
|
||||
/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/emp = 0)
|
||||
take_overall_damage(brute,burn)
|
||||
|
||||
/mob/living/silicon/robot/drone/heal_organ_damage(var/brute, var/burn)
|
||||
|
||||
@@ -62,7 +62,7 @@
|
||||
var/datum/robot_component/picked = pick(parts)
|
||||
picked.heal_damage(brute,burn)
|
||||
|
||||
/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/edge = 0, var/emp = 0)
|
||||
/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/edge = FALSE, var/emp = 0)
|
||||
var/list/components = get_damageable_components()
|
||||
if(!components.len)
|
||||
return
|
||||
@@ -110,7 +110,7 @@
|
||||
|
||||
parts -= picked
|
||||
|
||||
/mob/living/silicon/robot/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/used_weapon = null)
|
||||
/mob/living/silicon/robot/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/used_weapon = null)
|
||||
if(status_flags & GODMODE) return //godmode
|
||||
var/list/datum/robot_component/parts = get_damageable_components()
|
||||
|
||||
|
||||
@@ -61,7 +61,7 @@ var/global/list/robot_modules = list(
|
||||
R.choose_icon(R.module_sprites.len + 1, R.module_sprites)
|
||||
|
||||
for(var/obj/item/I in modules)
|
||||
I.canremove = 0
|
||||
I.canremove = FALSE
|
||||
|
||||
/obj/item/weapon/robot_module/proc/Reset(var/mob/living/silicon/robot/R)
|
||||
remove_camera_networks(R)
|
||||
|
||||
@@ -123,7 +123,7 @@ List of things solar grubs should be able to do:
|
||||
L.reagents.add_reagent(poison_type, poison_per_bite)
|
||||
|
||||
/mob/living/simple_mob/vore/solargrub/death()
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
set_light(0)
|
||||
..()
|
||||
|
||||
@@ -160,6 +160,6 @@ List of things solar grubs should be able to do:
|
||||
"The deceptively severe heat trapped within the solargrub works in tandem with its inner muscles and your tingling, prickling stomach juice bath to weaken you!")
|
||||
|
||||
/datum/ai_holder/simple_mob/retaliate/solargrub/react_to_attack(atom/movable/attacker)
|
||||
holder.anchored = 0
|
||||
holder.anchored = FALSE
|
||||
holder.set_AI_busy(FALSE)
|
||||
..()
|
||||
@@ -257,7 +257,7 @@
|
||||
fabricated_laptop.battery_module.charge_to_full()
|
||||
fabricated_laptop.forceMove(src.loc)
|
||||
fabricated_laptop.screen_on = 0
|
||||
fabricated_laptop.anchored = 0
|
||||
fabricated_laptop.anchored = FALSE
|
||||
fabricated_laptop.update_icon()
|
||||
fabricated_laptop.update_verbs()
|
||||
fabricated_laptop = null
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
hoistee = AM
|
||||
if(ismob(AM))
|
||||
source_hook.buckle_mob(AM)
|
||||
AM.anchored = 1 // why isn't this being set by buckle_mob for silicons?
|
||||
AM.anchored = TRUE // why isn't this being set by buckle_mob for silicons?
|
||||
source_hook.layer = AM.layer + 0.1
|
||||
|
||||
/obj/effect/hoist_hook/MouseDrop(atom/dest)
|
||||
@@ -128,7 +128,7 @@
|
||||
if(ismob(hoistee))
|
||||
source_hook.unbuckle_mob(hoistee)
|
||||
else
|
||||
hoistee.anchored = 0
|
||||
hoistee.anchored = FALSE
|
||||
hoistee = null
|
||||
layer = NORMAL_LAYER
|
||||
|
||||
|
||||
@@ -29,14 +29,14 @@
|
||||
user.visible_message("\The [user] secures \the [src]'s reinforcing bolts.", \
|
||||
"You secure the reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
if(CONSTRUCTION_WRENCHED)
|
||||
state = CONSTRUCTION_UNANCHORED
|
||||
playsound(src, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("\The [user] unsecures \the [src]'s reinforcing bolts.", \
|
||||
"You undo the reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
if(CONSTRUCTION_WELDED)
|
||||
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded.</span>")
|
||||
return
|
||||
|
||||
@@ -327,7 +327,7 @@
|
||||
// Things that prevent objects standing on them from falling into turf below
|
||||
/obj/structure/catwalk/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
|
||||
if((target.z < z) && !hatch_open)
|
||||
return FALSE // TODO - Technically should be density = 1 and flags |= ON_BORDER
|
||||
return FALSE // TODO - Technically should be density = TRUE and flags |= ON_BORDER
|
||||
if(!isturf(mover.loc))
|
||||
return FALSE // Only let loose floor items fall. No more snatching things off people's hands.
|
||||
else
|
||||
@@ -345,7 +345,7 @@
|
||||
if(!isturf(mover.loc))
|
||||
return FALSE // Only let loose floor items fall. No more snatching things off people's hands.
|
||||
else
|
||||
return FALSE // TODO - Technically should be density = 1 and flags |= ON_BORDER
|
||||
return FALSE // TODO - Technically should be density = TRUE and flags |= ON_BORDER
|
||||
|
||||
// So you'll slam when falling onto a grille
|
||||
/obj/structure/lattice/CheckFall(var/atom/movable/falling_atom)
|
||||
|
||||
@@ -146,14 +146,14 @@
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the anchor bolts to the floor.", \
|
||||
"You hear a ratchet.")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
connect_to_network()
|
||||
else if(!linked_shielding.len > 0)
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
user.visible_message("[user.name] unsecures the [src.name].", \
|
||||
"You remove the anchor bolts.", \
|
||||
"You hear a ratchet.")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
disconnect_from_network()
|
||||
else
|
||||
to_chat(user, "<font color='red'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</font>")
|
||||
|
||||
@@ -158,14 +158,14 @@
|
||||
user.visible_message("[user.name] secures [src] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear a ratchet.")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear a ratchet.")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
disconnect_from_network()
|
||||
if(2)
|
||||
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>")
|
||||
|
||||
@@ -111,14 +111,14 @@ field_generator power level display
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
if(2)
|
||||
to_chat(user, "<font color='red'>The [src.name] needs to be unwelded from the floor.</font>")
|
||||
return
|
||||
|
||||
@@ -206,14 +206,14 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
if(0)
|
||||
if(O.is_wrench())
|
||||
playsound(src, O.usesound, 75, 1)
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(O.is_wrench())
|
||||
playsound(src, O.usesound, 75, 1)
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
@@ -340,14 +340,14 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
if(0)
|
||||
if(O.is_wrench())
|
||||
playsound(src, O.usesound, 75, 1)
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(O.is_wrench())
|
||||
playsound(src, O.usesound, 75, 1)
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
|
||||
@@ -421,7 +421,7 @@ GLOBAL_LIST_EMPTY(solars_list)
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "computer_3"
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
qdel(src)
|
||||
else
|
||||
to_chat(user, "<font color='blue'>You disconnect the monitor.</font>")
|
||||
@@ -432,7 +432,7 @@ GLOBAL_LIST_EMPTY(solars_list)
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "computer_4"
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
qdel(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
|
||||
@@ -709,7 +709,7 @@
|
||||
in_chamber.on_hit(M)
|
||||
if(in_chamber.damage_type != HALLOSS && !in_chamber.nodamage)
|
||||
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp = TRUE)
|
||||
user.death()
|
||||
else if(in_chamber.damage_type == HALLOSS)
|
||||
to_chat(user, "<span class = 'notice'>Ow...</span>")
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
item_state = "bolt"
|
||||
throwforce = 8
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
sharp = 1
|
||||
edge = 0
|
||||
sharp = TRUE
|
||||
edge = FALSE
|
||||
|
||||
/obj/item/weapon/arrow/energy
|
||||
name = "hardlight arrow"
|
||||
@@ -17,8 +17,8 @@
|
||||
item_state = "bolt"
|
||||
throwforce = 10
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
sharp = 0
|
||||
edge = 1
|
||||
sharp = FALSE
|
||||
edge = TRUE
|
||||
|
||||
/obj/item/weapon/arrow/energy/throw_impact(atom/hit_atom)
|
||||
. = ..()
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
pulse.icon = 'icons/effects/effects.dmi'
|
||||
pulse.icon_state = "heal"
|
||||
pulse.name = "heal"
|
||||
pulse.anchored = 1
|
||||
pulse.anchored = TRUE
|
||||
spawn(20)
|
||||
qdel(pulse)
|
||||
to_chat(target, "<span class='notice'>As the beam strikes you, your injuries close up!</span>")
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
icon_state = "ramptop"
|
||||
var/obj/structure/droppod_door/door_bottom = new(T)
|
||||
door_bottom.deployed = 1
|
||||
door_bottom.density = 0
|
||||
door_bottom.density = FALSE
|
||||
door_bottom.set_opacity(0)
|
||||
door_bottom.dir = src.dir
|
||||
door_bottom.icon_state = "rampbottom"
|
||||
@@ -1,7 +1,7 @@
|
||||
/datum/supply_pack/chemistry_dispenser
|
||||
name = "Reagent dispenser"
|
||||
contains = list(
|
||||
/obj/machinery/chemical_dispenser{anchored = 0}
|
||||
/obj/machinery/chemical_dispenser{anchored = FALSE}
|
||||
)
|
||||
cost = 25
|
||||
containertype = /obj/structure/largecrate
|
||||
@@ -11,7 +11,7 @@
|
||||
/datum/supply_pack/beer_dispenser
|
||||
name = "Booze dispenser"
|
||||
contains = list(
|
||||
/obj/machinery/chemical_dispenser/bar_alc{anchored = 0}
|
||||
/obj/machinery/chemical_dispenser/bar_alc{anchored = FALSE}
|
||||
)
|
||||
cost = 25
|
||||
containertype = /obj/structure/largecrate
|
||||
@@ -21,7 +21,7 @@
|
||||
/datum/supply_pack/soda_dispenser
|
||||
name = "Soda dispenser"
|
||||
contains = list(
|
||||
/obj/machinery/chemical_dispenser/bar_soft{anchored = 0}
|
||||
/obj/machinery/chemical_dispenser/bar_soft{anchored = FALSE}
|
||||
)
|
||||
cost = 25
|
||||
containertype = /obj/structure/largecrate
|
||||
|
||||
@@ -85,8 +85,8 @@
|
||||
var/obj/structure/disposalconstruct/C = new (src.loc)
|
||||
src.transfer_fingerprints_to(C)
|
||||
C.ptype = 6 // 6 = disposal unit
|
||||
C.anchored = 1
|
||||
C.density = 1
|
||||
C.anchored = TRUE
|
||||
C.density = TRUE
|
||||
C.update()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1018,8 +1018,8 @@
|
||||
C.subtype = src.subtype
|
||||
src.transfer_fingerprints_to(C)
|
||||
C.set_dir(dir)
|
||||
C.density = 0
|
||||
C.anchored = 1
|
||||
C.density = FALSE
|
||||
C.anchored = TRUE
|
||||
C.update()
|
||||
|
||||
qdel(src)
|
||||
@@ -1576,8 +1576,8 @@
|
||||
src.transfer_fingerprints_to(C)
|
||||
C.ptype = 7 // 7 = outlet
|
||||
C.update()
|
||||
C.anchored = 1
|
||||
C.density = 1
|
||||
C.anchored = TRUE
|
||||
C.density = TRUE
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
|
||||
@@ -455,8 +455,8 @@
|
||||
var/obj/structure/disposalconstruct/C = new (src.loc)
|
||||
C.ptype = 8 // 8 = Delivery chute
|
||||
C.update()
|
||||
C.anchored = 1
|
||||
C.density = 1
|
||||
C.anchored = TRUE
|
||||
C.density = TRUE
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
A.pixel_y = pixel_y
|
||||
A.set_dir(dir)
|
||||
A.circuit = M
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
for (var/obj/C in src)
|
||||
C.forceMove(loc)
|
||||
A.state = 3
|
||||
|
||||
@@ -166,14 +166,14 @@
|
||||
state = 1
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "You secure the external reinforcing bolts to the floor.")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
return
|
||||
|
||||
else if(state == 1)
|
||||
state = 0
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "You undo the external reinforcing bolts.")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
||||
|
||||
@@ -53,8 +53,8 @@ How they spawn stuff is decided by behaviour vars, which are explained below
|
||||
summoned_object = new summoned_object_type(spawn_place)
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay(spawn_place)
|
||||
animation.name = "conjure"
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.density = FALSE
|
||||
animation.anchored = TRUE
|
||||
animation.icon = 'icons/effects/effects.dmi'
|
||||
animation.plane = OBJ_PLANE
|
||||
animation.layer = ABOVE_JUNK_LAYER
|
||||
|
||||
@@ -146,8 +146,8 @@ var/list/spells = typesof(/spell) //needed for the badmin verb for now
|
||||
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
|
||||
spell.icon = overlay_icon
|
||||
spell.icon_state = overlay_icon_state
|
||||
spell.anchored = 1
|
||||
spell.density = 0
|
||||
spell.anchored = TRUE
|
||||
spell.density = FALSE
|
||||
spawn(overlay_lifespan)
|
||||
qdel(spell)
|
||||
return valid_targets
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
trails += trail
|
||||
trail.icon = proj_trail_icon
|
||||
trail.icon_state = proj_trail_icon_state
|
||||
trail.density = 0
|
||||
trail.density = FALSE
|
||||
spawn(proj_trail_lifespan)
|
||||
trails -= trail
|
||||
qdel(trail)
|
||||
|
||||
@@ -407,7 +407,7 @@
|
||||
if(istype(user, /mob/living/carbon/human))
|
||||
to_chat(user, "<font size='15' color='red'><b>HOR-SIE HAS RISEN</b></font>")
|
||||
var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead
|
||||
magichead.canremove = 0 //curses!
|
||||
magichead.canremove = FALSE //curses!
|
||||
magichead.flags_inv = null //so you can still see their face
|
||||
magichead.voicechange = 1 //NEEEEIIGHH
|
||||
user.drop_from_inventory(user.wear_mask)
|
||||
|
||||
@@ -30,8 +30,8 @@
|
||||
|
||||
/spell/targeted/equip_item/horsemask/summon_item(var/new_type)
|
||||
var/obj/item/new_item = new new_type
|
||||
new_item.canremove = 0 //curses!
|
||||
new_item.unacidable = 1
|
||||
new_item.canremove = FALSE //curses!
|
||||
new_item.unacidable = TRUE
|
||||
if(istype(new_item, /obj/item/clothing/mask/horsehead))
|
||||
var/obj/item/clothing/mask/horsehead/magichead = new_item
|
||||
magichead.flags_inv = null //so you can still see their face
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
|
||||
animation.name = "water"
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.density = FALSE
|
||||
animation.anchored = TRUE
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.plane = MOB_PLANE
|
||||
animation.layer = ABOVE_MOB_LAYER
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
var/obj/item/organ/external/affected = target.get_organ(target_zone)
|
||||
user.visible_message("<span class='danger'>[user]'s hand slips, tearing skin on [target]'s face with \the [tool]!</span>", \
|
||||
"<span class='danger'>Your hand slips, tearing skin on [target]'s face with \the [tool]!</span>")
|
||||
target.apply_damage(10, BRUTE, affected, sharp=1, sharp=1)
|
||||
target.apply_damage(10, BRUTE, affected, sharp = TRUE, sharp = TRUE)
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
// Face Cauterizing Surgery
|
||||
|
||||
@@ -257,7 +257,7 @@
|
||||
msg = "<span class='danger'>[user]'s hand slips, damaging several organs in [target]'s lower abdomen with \the [tool]!</span>"
|
||||
self_msg = "<span class='danger'>Your hand slips, damaging several organs in [target]'s lower abdomen with \the [tool]!</span>"
|
||||
user.visible_message(msg, self_msg)
|
||||
target.apply_damage(12, BRUTE, affected, sharp=1)
|
||||
target.apply_damage(12, BRUTE, affected, sharp = TRUE)
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
// Cauterize Surgery
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
var/obj/item/organ/external/E = tool
|
||||
user.visible_message("<span class='warning'> [user]'s hand slips, damaging [target]'s [E.amputation_point]!</span>", \
|
||||
"<span class='warning'> Your hand slips, damaging [target]'s [E.amputation_point]!</span>")
|
||||
target.apply_damage(10, BRUTE, null, sharp=1)
|
||||
target.apply_damage(10, BRUTE, null, sharp = TRUE)
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
// Limb Connection Surgery
|
||||
@@ -113,7 +113,7 @@
|
||||
var/obj/item/organ/external/E = tool
|
||||
user.visible_message("<span class='warning'> [user]'s hand slips, damaging [target]'s [E.amputation_point]!</span>", \
|
||||
"<span class='warning'> Your hand slips, damaging [target]'s [E.amputation_point]!</span>")
|
||||
target.apply_damage(10, BRUTE, null, sharp=1)
|
||||
target.apply_damage(10, BRUTE, null, sharp = TRUE)
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
// Robolimb Attachment Surgery
|
||||
@@ -164,4 +164,4 @@
|
||||
/datum/surgery_step/limb/mechanize/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
user.visible_message("<span class='warning'> [user]'s hand slips, damaging [target]'s flesh!</span>", \
|
||||
"<span class='warning'> Your hand slips, damaging [target]'s flesh!</span>")
|
||||
target.apply_damage(10, BRUTE, null, sharp=1)
|
||||
target.apply_damage(10, BRUTE, null, sharp = TRUE)
|
||||
|
||||
@@ -168,7 +168,7 @@
|
||||
pulse2.icon = 'icons/effects/effects.dmi'
|
||||
pulse2.icon_state = "empdisable"
|
||||
pulse2.name = "emp sparks"
|
||||
pulse2.anchored = 1
|
||||
pulse2.anchored = TRUE
|
||||
pulse2.set_dir(pick(cardinal))
|
||||
|
||||
spawn(10)
|
||||
@@ -317,7 +317,7 @@
|
||||
|
||||
C.forceMove(loc)
|
||||
C.set_dir(dir)
|
||||
C.anchored = 1
|
||||
C.anchored = TRUE
|
||||
|
||||
load = C
|
||||
|
||||
@@ -367,7 +367,7 @@
|
||||
|
||||
load.forceMove(dest)
|
||||
load.set_dir(get_dir(loc, dest))
|
||||
load.anchored = 0 //we can only load non-anchored items, so it makes sense to set this to false
|
||||
load.anchored = FALSE //we can only load non-anchored items, so it makes sense to set this to false
|
||||
load.pixel_x = initial(load.pixel_x)
|
||||
load.pixel_y = initial(load.pixel_y)
|
||||
load.layer = initial(load.layer)
|
||||
|
||||
@@ -357,7 +357,7 @@
|
||||
// desc = "Lets burn rubber!"
|
||||
// icon = 'icons/vore/smoleworld_vr.dmi'
|
||||
// icon_state = "smolecarA"
|
||||
// anchored = 0
|
||||
// anchored = FALSE
|
||||
// buckle_movable = 1
|
||||
// var/carry_type = /obj/item/smolecar
|
||||
//
|
||||
|
||||
@@ -19,8 +19,8 @@
|
||||
var/obj/effect/energy_field/E = new (locate(T.x,T.y,T.z))
|
||||
created_field.Add(E)
|
||||
E.strength = 1
|
||||
E.density = 1
|
||||
E.anchored = 1
|
||||
E.density = TRUE
|
||||
E.anchored = TRUE
|
||||
E.invisibility = 0
|
||||
spawn(10)
|
||||
UpdateMove()
|
||||
@@ -41,8 +41,8 @@
|
||||
//for now, just instantly respawn the fields when they get destroyed
|
||||
var/obj/effect/energy_field/E = new (locate(T.x,T.y,T))
|
||||
created_field.Add(E)
|
||||
E.anchored = 1
|
||||
E.density = 1
|
||||
E.anchored = TRUE
|
||||
E.density = TRUE
|
||||
E.invisibility = 0
|
||||
|
||||
var/obj/effect/energy_field/E = created_field[1]
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
usr = user
|
||||
icon_state = "skel"
|
||||
src.bstate = 1
|
||||
src.density = 1
|
||||
src.density = TRUE
|
||||
src.name = "alien skeleton display"
|
||||
if(src.contents.Find(/obj/item/weapon/fossil/skull/horned))
|
||||
src.desc = "A creature made of [src.contents.len-1] assorted bones and a horned skull. The plaque reads \'[plaque_contents]\'."
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
if(A.being_used)
|
||||
artifact_in_use = 1
|
||||
else
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
A.being_used = 1
|
||||
|
||||
if(artifact_in_use)
|
||||
@@ -113,7 +113,7 @@
|
||||
|
||||
if(scanned_object && istype(scanned_object, /obj/machinery/artifact))
|
||||
var/obj/machinery/artifact/A = scanned_object
|
||||
A.anchored = 0
|
||||
A.anchored = FALSE
|
||||
A.being_used = 0
|
||||
scanned_object = null
|
||||
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
if(harvesting < 0 && inserted_battery.battery_effect && inserted_battery.battery_effect.activated)
|
||||
inserted_battery.battery_effect.ToggleActivate()
|
||||
harvesting = 0
|
||||
cur_artifact.anchored = 0
|
||||
cur_artifact.anchored = FALSE
|
||||
cur_artifact.being_used = 0
|
||||
cur_artifact = null
|
||||
atom_say("Energy harvesting interrupted.")
|
||||
@@ -196,7 +196,7 @@
|
||||
if(source_effect)
|
||||
harvesting = 1
|
||||
update_use_power(USE_POWER_ACTIVE)
|
||||
cur_artifact.anchored = 1
|
||||
cur_artifact.anchored = TRUE
|
||||
cur_artifact.being_used = 1
|
||||
icon_state = "incubator_on"
|
||||
atom_say("Beginning energy harvesting.")
|
||||
@@ -228,7 +228,7 @@
|
||||
if(inserted_battery.stored_charge >= inserted_battery.capacity)
|
||||
update_use_power(USE_POWER_IDLE)
|
||||
harvesting = 0
|
||||
cur_artifact.anchored = 0
|
||||
cur_artifact.anchored = FALSE
|
||||
cur_artifact.being_used = 0
|
||||
cur_artifact = null
|
||||
src.visible_message("<b>[name]</b> states, \"Battery is full.\"")
|
||||
|
||||
Reference in New Issue
Block a user