Linter diagnostics + bans non-var relative pathing

This commit is contained in:
MarinaGryphon
2021-06-20 18:16:45 -04:00
committed by VirgoBot
parent 79eefa9f83
commit 385fa640af
311 changed files with 11232 additions and 8984 deletions
+2 -2
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@@ -304,7 +304,7 @@ var/const/CE_STABLE_THRESHOLD = 0.5
return D
return res
proc/blood_incompatible(donor,receiver,donor_species,receiver_species)
/proc/blood_incompatible(donor,receiver,donor_species,receiver_species)
if(!donor || !receiver) return 0
if(donor_species && receiver_species)
@@ -327,7 +327,7 @@ proc/blood_incompatible(donor,receiver,donor_species,receiver_species)
//AB is a universal receiver.
return 0
proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
/proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
//Vorestation Edit Start - We're not going to splatter at all because we're in something and that's silly.
if(istype(source,/atom/movable))
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/appendix
name = "appendix"
icon_state = "appendix"
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/eyes
name = "eyeballs"
icon_state = "eyes"
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/kidneys
name = "kidneys"
icon_state = "kidneys"
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/liver
name = "liver"
icon_state = "liver"
-2
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@@ -1,5 +1,3 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/lungs
name = "lungs"
icon_state = "lungs"
+6 -6
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@@ -1,14 +1,14 @@
mob/proc/flash_pain()
/mob/proc/flash_pain()
flick("pain",pain)
mob/var/list/pain_stored = list()
mob/var/last_pain_message = ""
mob/var/next_pain_time = 0
/mob/var/list/pain_stored = list()
/mob/var/last_pain_message = ""
/mob/var/next_pain_time = 0
// message is the custom message to be displayed
// power decides how much painkillers will stop the message
// force means it ignores anti-spam timer
mob/living/carbon/proc/custom_pain(message, power, force)
/mob/living/carbon/proc/custom_pain(message, power, force)
if(!message || stat || !can_feel_pain() || chem_effects[CE_PAINKILLER] > power)
return 0
message = "<span class='danger'>[message]</span>"
@@ -21,7 +21,7 @@ mob/living/carbon/proc/custom_pain(message, power, force)
to_chat(src,message)
next_pain_time = world.time + (100-power)
mob/living/carbon/human/proc/handle_pain()
/mob/living/carbon/human/proc/handle_pain()
if(stat)
return
+129 -129
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@@ -53,169 +53,169 @@
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
/datum/wound/New(var/damage)
created = world.time
created = world.time
// reading from a list("stage" = damage) is pretty difficult, so build two separate
// lists from them instead
for(var/V in stages)
desc_list += V
damage_list += stages[V]
// reading from a list("stage" = damage) is pretty difficult, so build two separate
// lists from them instead
for(var/V in stages)
desc_list += V
damage_list += stages[V]
src.damage = damage
src.damage = damage
// initialize with the appropriate stage
src.init_stage(damage)
// initialize with the appropriate stage
src.init_stage(damage)
bleed_timer += damage
bleed_timer += damage
// returns 1 if there's a next stage, 0 otherwise
proc/init_stage(var/initial_damage)
current_stage = stages.len
/datum/wound/proc/init_stage(var/initial_damage)
current_stage = stages.len
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
src.current_stage--
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
src.current_stage--
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
// the amount of damage per wound
proc/wound_damage()
return src.damage / src.amount
// the amount of damage per wound
/datum/wound/proc/wound_damage()
return src.damage / src.amount
proc/can_autoheal()
if(is_treated())
return TRUE
if(src.wound_damage() <= autoheal_cutoff)
if(created + 10 MINUTES > world.time) // Wounds don't autoheal for ten minutes if not bandaged.
return FALSE
return TRUE
/datum/wound/proc/can_autoheal()
if(is_treated())
return TRUE
if(src.wound_damage() <= autoheal_cutoff)
if(created + 10 MINUTES > world.time) // Wounds don't autoheal for ten minutes if not bandaged.
return FALSE
return TRUE
// checks whether the wound has been appropriately treated
proc/is_treated()
if(damage_type == BRUISE || damage_type == CUT || damage_type == PIERCE)
return bandaged
else if(damage_type == BURN)
return salved
// checks whether the wound has been appropriately treated
/datum/wound/proc/is_treated()
if(damage_type == BRUISE || damage_type == CUT || damage_type == PIERCE)
return bandaged
else if(damage_type == BURN)
return salved
// Checks whether other other can be merged into src.
proc/can_merge(var/datum/wound/other)
if (other.type != src.type) return 0
if (other.current_stage != src.current_stage) return 0
if (other.damage_type != src.damage_type) return 0
if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
if (!(other.bandaged) != !(src.bandaged)) return 0
if (!(other.clamped) != !(src.clamped)) return 0
if (!(other.salved) != !(src.salved)) return 0
if (!(other.disinfected) != !(src.disinfected)) return 0
//if (other.germ_level != src.germ_level) return 0
return 1
// Checks whether other other can be merged into src.
/datum/wound/proc/can_merge(var/datum/wound/other)
if (other.type != src.type) return 0
if (other.current_stage != src.current_stage) return 0
if (other.damage_type != src.damage_type) return 0
if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
if (!(other.bandaged) != !(src.bandaged)) return 0
if (!(other.clamped) != !(src.clamped)) return 0
if (!(other.salved) != !(src.salved)) return 0
if (!(other.disinfected) != !(src.disinfected)) return 0
//if (other.germ_level != src.germ_level) return 0
return 1
proc/merge_wound(var/datum/wound/other)
src.damage += other.damage
src.amount += other.amount
src.bleed_timer += other.bleed_timer
src.germ_level = max(src.germ_level, other.germ_level)
src.created = max(src.created, other.created) //take the newer created time
// checks if wound is considered open for external infections
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
proc/infection_check()
if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
return 0
if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
return 0
if (disinfected)
germ_level = 0 //reset this, just in case
return 0
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5)
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
/datum/wound/proc/merge_wound(var/datum/wound/other)
src.damage += other.damage
src.amount += other.amount
src.bleed_timer += other.bleed_timer
src.germ_level = max(src.germ_level, other.germ_level)
src.created = max(src.created, other.created) //take the newer created time
// checks if wound is considered open for external infections
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
/datum/wound/proc/infection_check()
if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
return 0
if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
return 0
if (disinfected)
germ_level = 0 //reset this, just in case
return 0
proc/bandage()
bandaged = 1
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
return 0
proc/salve()
salved = 1
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5)
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
proc/disinfect()
disinfected = 1
return 0
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
proc/heal_damage(amount, heals_internal = 0)
if(src.internal && !heals_internal)
// heal nothing
return amount
/datum/wound/proc/bandage()
bandaged = 1
var/healed_damage = min(src.damage, amount)
amount -= healed_damage
src.damage -= healed_damage
/datum/wound/proc/salve()
salved = 1
while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
/datum/wound/proc/disinfect()
disinfected = 1
// return amount of healing still leftover, can be used for other wounds
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
/datum/wound/proc/heal_damage(amount, heals_internal = 0)
if(src.internal && !heals_internal)
// heal nothing
return amount
// opens the wound again
proc/open_wound(damage)
src.damage += damage
bleed_timer += damage
var/healed_damage = min(src.damage, amount)
amount -= healed_damage
src.damage -= healed_damage
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
src.current_stage--
while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// return amount of healing still leftover, can be used for other wounds
return amount
// returns whether this wound can absorb the given amount of damage.
// this will prevent large amounts of damage being trapped in less severe wound types
proc/can_worsen(damage_type, damage)
if (src.damage_type != damage_type)
return 0 //incompatible damage types
// opens the wound again
/datum/wound/proc/open_wound(damage)
src.damage += damage
bleed_timer += damage
if (src.amount > 1)
return 0//merged wounds cannot be worsened.
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
src.current_stage--
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
//37.5 for a deep cut
//52.5 for a flesh wound, etc.
var/max_wound_damage = 1.5*src.damage_list[1]
if (src.damage + damage > max_wound_damage)
return 0
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
return 1
// returns whether this wound can absorb the given amount of damage.
// this will prevent large amounts of damage being trapped in less severe wound types
/datum/wound/proc/can_worsen(damage_type, damage)
if (src.damage_type != damage_type)
return 0 //incompatible damage types
proc/bleeding()
if (src.internal)
return 0 // internal wounds don't bleed in the sense of this function
if (src.amount > 1)
return 0//merged wounds cannot be worsened.
if (current_stage > max_bleeding_stage)
return 0
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
//37.5 for a deep cut
//52.5 for a flesh wound, etc.
var/max_wound_damage = 1.5*src.damage_list[1]
if (src.damage + damage > max_wound_damage)
return 0
if (bandaged||clamped)
return 0
return 1
if (bleed_timer <= 0 && wound_damage() <= bleed_threshold)
return 0 //Bleed timer has run out. Once a wound is big enough though, you'll need a bandage to stop it
/datum/wound/proc/bleeding()
if (src.internal)
return 0 // internal wounds don't bleed in the sense of this function
return 1
if (current_stage > max_bleeding_stage)
return 0
if (bandaged||clamped)
return 0
if (bleed_timer <= 0 && wound_damage() <= bleed_threshold)
return 0 //Bleed timer has run out. Once a wound is big enough though, you'll need a bandage to stop it
return 1
/** WOUND DEFINITIONS **/
@@ -295,7 +295,7 @@
max_bleeding_stage = 3
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large blood soaked clot" = 25, "large angry scar" = 10, "large straight scar" = 0)
datum/wound/cut/massive
/datum/wound/cut/massive
max_bleeding_stage = 3
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
@@ -327,7 +327,7 @@ datum/wound/cut/massive
stages = list("big gaping hole" = 50, "healing gaping hole" = 20, "large blood soaked clot" = 15, "large angry scar" = 10, "large round scar" = 0)
damage_type = PIERCE
datum/wound/puncture/massive
/datum/wound/puncture/massive
max_bleeding_stage = 3
stages = list("massive wound" = 60, "massive healing wound" = 30, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
damage_type = PIERCE