Merge pull request #11110 from MarinaGryphon/codequality/bool-fixes-2

Fixes a bunch of bools missed in #11100
This commit is contained in:
Aronai Sieyes
2021-07-16 17:11:47 -04:00
committed by GitHub
93 changed files with 199 additions and 199 deletions
+1 -1
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@@ -9,5 +9,5 @@
// More complicated, conditional airflow should override CanZASPass().
#define ATMOS_PASS_YES 1 // Always blocks air and zones.
#define ATMOS_PASS_NO 2 // Never blocks air or zones.
#define ATMOS_PASS_DENSITY 3 // Blocks air and zones if density = 1, allows both if density = 0
#define ATMOS_PASS_DENSITY 3 // Blocks air and zones if density = TRUE, allows both if density = FALSE
#define ATMOS_PASS_PROC 4 // Call CanZASPass() using c_airblock
+1 -1
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@@ -65,7 +65,7 @@
.+=360
//Returns location. Returns null if no location was found.
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = FALSE, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
/*
Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
Random error in tile placement x, error in tile placement y, and block offset.
+2 -2
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@@ -151,8 +151,8 @@ var/const/tk_maxrange = 15
if(!focus) return
var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
O.name = "sparkles"
O.anchored = 1
O.density = 0
O.anchored = TRUE
O.density = FALSE
O.layer = FLY_LAYER
O.set_dir(pick(GLOB.cardinal))
O.icon = 'icons/effects/effects.dmi'
+4 -4
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@@ -5,7 +5,7 @@
TARGET.airflow_time = 0; \
TARGET.airflow_skip_speedcheck = FALSE; \
if (TARGET.airflow_od) { \
TARGET.density = 0; \
TARGET.density = FALSE; \
}
// No point in making this a processing substem, it overrides fire() and handles its own processing list!
@@ -54,7 +54,7 @@ SUBSYSTEM_DEF(airflow)
if (target.airflow_speed > 7)
if (target.airflow_time++ >= target.airflow_speed - 7)
if (target.airflow_od)
target.density = 0
target.density = FALSE
target.airflow_skip_speedcheck = TRUE
if (MC_TICK_CHECK)
@@ -62,7 +62,7 @@ SUBSYSTEM_DEF(airflow)
continue
else
if (target.airflow_od)
target.density = 0
target.density = FALSE
target.airflow_process_delay = max(1, 10 - (target.airflow_speed + 3))
target.airflow_skip_speedcheck = TRUE
@@ -73,7 +73,7 @@ SUBSYSTEM_DEF(airflow)
target.airflow_skip_speedcheck = FALSE
if (target.airflow_od)
target.density = 1
target.density = TRUE
if (!target.airflow_dest || target.loc == target.airflow_dest)
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)
+1 -1
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@@ -153,6 +153,6 @@
cost = 50
containertype = /obj/structure/closet/crate/aether
containername = "Hydroponics tray crate"
contains = list(/obj/machinery/portable_atmospherics/hydroponics{anchored = 0} = 3)
contains = list(/obj/machinery/portable_atmospherics/hydroponics{anchored = FALSE} = 3)
access = access_hydroponics
+1 -1
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@@ -77,7 +77,7 @@
/obj/item/weapon/folder/yellow,
/obj/item/weapon/hand_labeler,
/obj/item/weapon/tape_roll,
/obj/structure/filingcabinet/chestdrawer{anchored = 0},
/obj/structure/filingcabinet/chestdrawer{anchored = FALSE},
/obj/item/weapon/paper_bin
)
name = "Office supplies"
+1 -1
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@@ -26,7 +26,7 @@
var/obj/item/organ/external/affecting = H.get_organ(zone)
to_chat(user, "<span class='danger'>An inexplicable force rips through your [affecting.name], tearing the sword from your grasp!</span>")
//random amount of damage between half of the blade's force and the full force of the blade.
user.apply_damage(rand(force/2, force), BRUTE, zone, 0, sharp=1, edge=1)
user.apply_damage(rand(force/2, force), BRUTE, zone, 0, sharp = TRUE, edge = TRUE)
user.Weaken(5)
else if(!istype(user, /mob/living/simple_mob/construct))
to_chat(user, "<span class='danger'>An inexplicable force rips through you, tearing the sword from your grasp!</span>")
+1 -1
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@@ -153,7 +153,7 @@ var/global/list/narsie_list = list()
T.icon = 'icons/turf/walls.dmi'
T.icon_state = "cult-narsie"
T.opacity = 0
T.density = 0
T.density = FALSE
set_light(1)
/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
@@ -16,7 +16,7 @@
/obj/singularity/narsie/large/exit/New()
..()
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
/obj/singularity/narsie/large/exit/update_icon()
overlays = 0
@@ -50,7 +50,7 @@
var/turf/T = A
var/dist = get_dist(T, src)
if (dist <= consume_range && T.density)
T.density = 0
T.density = FALSE
for (var/atom/movable/AM in T.contents)
if (AM == src) // This is the snowflake.
+2 -2
View File
@@ -54,9 +54,9 @@
//MOVEMENT
if( prob(50) )
src.anchored = 0
src.anchored = FALSE
step(src,pick(alldirs))
src.anchored = 1
src.anchored = TRUE
/obj/effect/bhole/proc/grav(var/r, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
@@ -58,8 +58,8 @@
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
P.sharp = 0
P.edge = 0
P.sharp = FALSE
P.edge = FALSE
P.embed_chance = 0
if(P.agony)
var/agony_blocked = P.agony * (modified_block_percentage / 100)
+1 -1
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@@ -172,7 +172,7 @@ update_flag
src.destroyed = 1
playsound(src, 'sound/effects/spray.ogg', 10, 1, -3)
src.density = 0
src.density = FALSE
update_icon()
if (src.holding)
+2 -2
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@@ -309,7 +309,7 @@
simulation_results += "<hr>Final Result: No detonation."
/obj/machinery/bomb_tester/proc/canister_sim()
test_canister.anchored = 1
test_canister.anchored = TRUE
faketank.volume = tank1.air_contents.volume
faketank.copy_from(tank1.air_contents)
faketank_integrity = tank1.integrity
@@ -346,7 +346,7 @@
update_use_power(USE_POWER_IDLE)
update_icon()
if(test_canister && test_canister.anchored && !test_canister.connected_port)
test_canister.anchored = 0
test_canister.anchored = FALSE
if(cancelled)
return
if(simulation_results == "Error")
+1 -1
View File
@@ -174,7 +174,7 @@
if(weld(W, user))
if(assembly)
assembly.loc = src.loc
assembly.anchored = 1
assembly.anchored = TRUE
assembly.camera_name = c_tag
assembly.camera_network = english_list(network, NETWORK_DEFAULT, ",", ",")
assembly.update_icon()
@@ -17,7 +17,7 @@
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
src.anchored = 1
src.anchored = TRUE
src.state = 1
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
@@ -35,7 +35,7 @@
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
src.anchored = 0
src.anchored = FALSE
src.state = 0
if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
var/obj/item/weapon/circuitboard/B = P
+2 -2
View File
@@ -75,7 +75,7 @@
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
A.anchored = TRUE
qdel(src)
else
to_chat(to_chat(user, "<span class='notice'>You disconnect the monitor.</span>"))
@@ -98,7 +98,7 @@
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
A.anchored = TRUE
qdel(src)
else
attack_hand(user)
+1 -1
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@@ -1137,7 +1137,7 @@ About the new airlock wires panel:
if (istype(da, /obj/structure/door_assembly/multi_tile))
da.set_dir(src.dir)
da.anchored = 1
da.anchored = TRUE
if(mineral)
da.glass = mineral
//else if(glass)
+2 -2
View File
@@ -86,7 +86,7 @@
src.operating = 1
playsound(src, open_sound, 100, 1)
flick(icon_state_opening, src)
src.density = 0
src.density = FALSE
update_nearby_tiles()
src.update_icon()
src.set_opacity(0)
@@ -106,7 +106,7 @@
playsound(src, close_sound, 100, 1)
src.layer = closed_layer
flick(icon_state_closing, src)
src.density = 1
src.density = TRUE
update_nearby_tiles()
src.update_icon()
if(src.istransparent)
+3 -3
View File
@@ -157,7 +157,7 @@
/obj/machinery/door/CanZASPass(turf/T, is_zone)
if(is_zone)
return !block_air_zones // Block merging unless block_air_zones = 0
return !density // Block airflow unless density = 0
return !density // Block airflow unless density = FALSE
/obj/machinery/door/proc/bumpopen(mob/user as mob)
if(operating) return
@@ -429,7 +429,7 @@
icon_state = "door0"
set_opacity(0)
sleep(3)
src.density = 0
src.density = FALSE
update_nearby_tiles()
sleep(7)
src.layer = open_layer
@@ -454,7 +454,7 @@
close_door_at = 0
do_animate("closing")
sleep(3)
src.density = 1
src.density = TRUE
explosion_resistance = initial(explosion_resistance)
src.layer = closed_layer
update_nearby_tiles()
+2 -2
View File
@@ -288,8 +288,8 @@
new/obj/item/weapon/circuitboard/airalarm(src.loc)
var/obj/structure/firedoor_assembly/FA = new/obj/structure/firedoor_assembly(src.loc)
FA.anchored = 1
FA.density = 1
FA.anchored = TRUE
FA.density = TRUE
FA.wired = 1
FA.glass = glass
FA.update_icon()
+2 -2
View File
@@ -50,7 +50,7 @@
if(operating == -1)
ae.icon_state = "door_electronics_smoked"
operating = 0
src.density = 0
src.density = FALSE
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] shatters!")
@@ -228,7 +228,7 @@
if (src.base_state == "right" || src.base_state == "rightsecure")
wa.facing = "r"
wa.set_dir(src.dir)
wa.anchored = 1
wa.anchored = TRUE
wa.created_name = name
wa.state = "02"
wa.step = 2
+1 -1
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@@ -119,7 +119,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
hologram.icon = A.holo_icon
//hologram.mouse_opacity = 0//So you can't click on it. //VOREStation Removal
hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
hologram.anchored = 1//So space wind cannot drag it.
hologram.anchored = TRUE//So space wind cannot drag it.
hologram.name = "[A.name] (Hologram)"//If someone decides to right click.
hologram.set_light(2) //hologram lighting
hologram.color = color //painted holopad gives coloured holograms
+4 -4
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@@ -176,7 +176,7 @@ Class Procs:
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)
@@ -441,15 +441,15 @@ Class Procs:
var/obj/structure/frame/A = new /obj/structure/frame(src.loc)
var/obj/item/weapon/circuitboard/M = circuit
A.circuit = M
A.anchored = 1
A.anchored = TRUE
A.frame_type = M.board_type
if(A.frame_type.circuit)
A.need_circuit = 0
if(A.frame_type.frame_class == FRAME_CLASS_ALARM || A.frame_type.frame_class == FRAME_CLASS_DISPLAY)
A.density = 0
A.density = FALSE
else
A.density = 1
A.density = TRUE
if(A.frame_type.frame_class == FRAME_CLASS_MACHINE)
for(var/obj/D in component_parts)
+2 -2
View File
@@ -124,7 +124,7 @@
"<span class='notice'>[user] unfastens \the [src].</span>", \
"<span class='notice'>You have unfastened \the [src]. Now it can be pulled somewhere else.</span>", \
"You hear ratchet.")
src.anchored = 0
src.anchored = FALSE
src.stat |= MAINT
src.unwrenched = 1
if (usr.machine==src)
@@ -137,7 +137,7 @@
"<span class='notice'>[user] fastens \the [src].</span>", \
"<span class='notice'>You have fastened \the [src]. Now it can dispense pipes.</span>", \
"You hear ratchet.")
src.anchored = 1
src.anchored = TRUE
src.stat &= ~MAINT
src.unwrenched = 0
power_change()
+1 -1
View File
@@ -28,7 +28,7 @@
id = "CentCom Relay"
hide = 1
toggled = 1
//anchored = 1
//anchored = TRUE
//use_power = 0
//idle_power_usage = 0
produces_heat = 0
+4 -4
View File
@@ -78,13 +78,13 @@
chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
set_ready_state(FALSE)
chassis.use_power(energy_drain)
O.anchored = 1
O.anchored = TRUE
var/T = chassis.loc
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
O.anchored = FALSE
occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
@@ -139,13 +139,13 @@
chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
set_ready_state(FALSE)
chassis.use_power(energy_drain)
O.anchored = 1
O.anchored = TRUE
var/T = chassis.loc
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
O.anchored = FALSE
chassis.occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
+3 -3
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@@ -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
+8 -8
View File
@@ -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)
+1 -1
View File
@@ -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)
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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)
+2 -2
View File
@@ -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)
+1 -1
View File
@@ -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()
+2 -2
View File
@@ -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.
+1 -1
View File
@@ -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)
+10 -10
View File
@@ -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
+2 -2
View File
@@ -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
+3 -3
View File
@@ -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)
+11 -11
View File
@@ -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)
+1 -1
View File
@@ -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!")
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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)
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -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%
@@ -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
+1 -1
View File
@@ -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))
+1 -1
View File
@@ -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
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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)
+2 -2
View File
@@ -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>")
+2 -2
View File
@@ -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--
+2 -2
View File
@@ -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)
+1 -1
View File
@@ -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
+6 -6
View File
@@ -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
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+3 -3
View File
@@ -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)
+3 -3
View File
@@ -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.\"")