Convert some bools to TRUE/FALSE instead of 1/0. (#11100)

Co-authored-by: Aronai Sieyes <arokha@arokha.com>
This commit is contained in:
MarinaGryphon
2021-07-16 13:43:25 -04:00
committed by GitHub
co-authored by Aronai Sieyes
parent 9ce7af6ca1
commit 577b986ba6
523 changed files with 1301 additions and 1301 deletions
+2 -2
View File
@@ -27,7 +27,7 @@
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = 0
density = FALSE
storage_capacity = (MOB_MEDIUM * 2) - 1
var/contains_body = 0
@@ -59,7 +59,7 @@
/obj/structure/closet/body_bag/close()
if(..())
density = 0
density = FALSE
return 1
return 0
@@ -86,8 +86,8 @@
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
density = FALSE
anchored = TRUE
var/can_move = 1
var/obj/item/device/chameleon/master = null
+1 -1
View File
@@ -94,7 +94,7 @@
icon = 'icons/obj/device.dmi'
icon_state = "geiger_wall"
item_state = "geiger_wall"
anchored = 1
anchored = TRUE
scanning = 1
radiation_count = 0
plane = TURF_PLANE
+2 -2
View File
@@ -38,7 +38,7 @@
to_chat(user, "No exposed cable here to attach to.")
return
else
anchored = 1
anchored = TRUE
mode = 1
src.visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
playsound(src, I.usesound, 50, 1)
@@ -50,7 +50,7 @@
if (mode == 2)
STOP_PROCESSING(SSobj, src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
STOP_PROCESSING_POWER_OBJECT(src)
anchored = 0
anchored = FALSE
mode = 0
src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
set_light(0)
@@ -4,7 +4,7 @@
icon = 'icons/obj/radio_vr.dmi' //VOREStation Edit - New Icon
icon_state = "intercom"
layer = ABOVE_WINDOW_LAYER
anchored = 1
anchored = TRUE
w_class = ITEMSIZE_LARGE
canhear_range = 7 //VOREStation Edit
flags = NOBLOODY
@@ -397,7 +397,7 @@ not carry this around."}, "OOC Warning", list("Take It","Leave It"))
icon = 'icons/obj/radio_vr.dmi'
icon_state = "floor_beacon"
w_class = ITEMSIZE_HUGE
anchored = 1
anchored = TRUE
GLOBAL_LIST_BOILERPLATE(premade_tele_beacons, /obj/item/device/perfect_tele_beacon/stationary)
@@ -462,7 +462,7 @@ GLOBAL_LIST_BOILERPLATE(premade_tele_beacons, /obj/item/device/perfect_tele_beac
icon_state = "frontiertrans"
beacons_left = 1 //Just one
battery_lock = 1
unacidable = 1
unacidable = TRUE
failure_chance = 0 //Percent
var/phase_power = 75
+3 -3
View File
@@ -64,7 +64,7 @@
icon = 'icons/obj/closets/poireactor.dmi'
closet_appearance = null
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
climbable = 0
climbable = FALSE
starts_with = list(
/obj/item/weapon/fuel_assembly/deuterium = 6)
@@ -110,5 +110,5 @@
icon = 'icons/obj/atmos.dmi'
icon_state = "yellow-1"
catalogue_data = list(/datum/category_item/catalogue/information/objects/growthcanister)
anchored = 0
density = 1
anchored = FALSE
density = TRUE
+2 -2
View File
@@ -4,7 +4,7 @@
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
density = FALSE
var/hp = 1800
var/icon/virtualIcon
var/list/bulletholes = list()
@@ -52,7 +52,7 @@
if(stake)
if(stake.pinned_target)
stake.density = 1
density = 0
density = FALSE
layer = OBJ_LAYER
loc = user.loc
+6 -6
View File
@@ -263,8 +263,8 @@
desc = ""
icon = 'icons/obj/toy.dmi'
icon_state = "null"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
/*
* Toy swords
@@ -827,8 +827,8 @@
desc = "A very generic plushie. It seems to not want to exist."
icon = 'icons/obj/toy.dmi'
icon_state = "ianplushie"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
var/phrase = "I don't want to exist anymore!"
var/searching = FALSE
var/opened = FALSE // has this been slit open? this will allow you to store an object in a plushie.
@@ -1537,8 +1537,8 @@
desc = "A generic balloon. How boring."
icon = 'icons/obj/toy.dmi'
icon_state = "ghostballoon"
anchored = 0
density = 0
anchored = FALSE
density = FALSE
/obj/structure/balloon/attack_hand(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
+1 -1
View File
@@ -12,7 +12,7 @@
var/obj/item/weapon/cell/cell
var/cell_type = null //Can put a starting cell here
density = 1 //Is dense, but not anchored, so you can swap with it
density = TRUE //Is dense, but not anchored, so you can swap with it
slowdown = 1.5 //Heevvee.
health = 100
+2 -2
View File
@@ -11,8 +11,8 @@ RSF
icon = 'icons/obj/tools_vr.dmi' //VOREStation Edit
icon_state = "rsf" //VOREStation Edit
opacity = 0
density = 0
anchored = 0.0
density = FALSE
anchored = FALSE
matter = list(DEFAULT_WALL_MATERIAL = 25000)
var/stored_matter = 30
var/mode = 1
@@ -18,7 +18,7 @@
w_class = ITEMSIZE_SMALL
force = 15
armor_penetration = 25
sharp = 1
sharp = TRUE
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
defend_chance = 10
projectile_parry_chance = 5
@@ -31,7 +31,7 @@
w_class = ITEMSIZE_HUGE
force = 30
armor_penetration = 15
edge = 1
edge = TRUE
pry = 1
defend_chance = 40
projectile_parry_chance = 20
@@ -9,8 +9,8 @@
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
origin_tech = list(TECH_DATA = 2)
density = 0
anchored = 0
density = FALSE
anchored = FALSE
w_class = ITEMSIZE_SMALL
force = 5.0
throwforce = 5.0
@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
force = 2.0
det_time = null
unacidable = 1
unacidable = TRUE
var/stage = 0
var/state = 0
@@ -5,9 +5,9 @@
desc = "Used to implant occupants with loyalty implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = 1
density = TRUE
opacity = 0
anchored = 1
anchored = TRUE
var/ready = 1
var/malfunction = 0
@@ -42,8 +42,8 @@
attack_verb = list("shredded", "ripped", "torn")
playsound(src, 'sound/weapons/chainsaw_startup.ogg',40,1)
force = active_force
edge = 1
sharp = 1
edge = TRUE
sharp = TRUE
on = 1
update_icon()
else
@@ -55,8 +55,8 @@
attack_verb = list("bluntly hit", "beat", "knocked")
playsound(src, 'sound/weapons/chainsaw_turnoff.ogg',40,1)
force = inactive_force
edge = 0
sharp = 0
edge = FALSE
sharp = FALSE
on = 0
update_icon()
@@ -14,8 +14,8 @@
/obj/item/weapon/material/butterfly/update_force()
if(active)
edge = 1
sharp = 1
edge = TRUE
sharp = TRUE
..() //Updates force.
throwforce = max(3,force-3)
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -24,8 +24,8 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
else
force = 3
edge = 0
sharp = 0
edge = FALSE
sharp = FALSE
hitsound = initial(hitsound)
icon_state = initial(icon_state)
w_class = initial(w_class)
@@ -63,8 +63,8 @@
icon = 'icons/obj/kitchen.dmi'
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
matter = list(MAT_STEEL = 12000)
origin_tech = list(TECH_MATERIAL = 1)
@@ -8,8 +8,8 @@
throw_speed = 3
throw_range = 7
w_class = ITEMSIZE_NORMAL
sharp = 0
edge = 0
sharp = FALSE
edge = FALSE
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
@@ -120,8 +120,8 @@
playsound(src, "shatter", 70, 1)
dulled = 1
if(is_sharp() || has_edge())
sharp = 0
edge = 0
sharp = FALSE
edge = FALSE
/obj/item/weapon/material/proc/repair(var/repair_amount, var/repair_time, mob/living/user)
if(!fragile)
@@ -1,7 +1,7 @@
/obj/item/weapon/material/harpoon
name = "harpoon"
sharp = 1
edge = 0
sharp = TRUE
edge = FALSE
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
@@ -16,8 +16,8 @@
force_divisor = 0.2 // 12 with hardness 60 (steel)
thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
w_class = ITEMSIZE_SMALL
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
attack_verb = list("chopped", "torn", "cut")
applies_material_colour = 0
@@ -6,8 +6,8 @@
desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
icon_state = "large"
randpixel = 8
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
w_class = ITEMSIZE_SMALL
force_divisor = 0.25 // 7.5 with hardness 30 (glass)
thrown_force_divisor = 0.5
@@ -5,8 +5,8 @@
slot_flags = SLOT_BELT
force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel)
thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel)
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
drop_sound = 'sound/items/drop/sword.ogg'
@@ -6,8 +6,8 @@
thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
throw_speed = 10
throw_range = 15
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
/obj/item/weapon/material/star/New()
..()
@@ -90,8 +90,8 @@
unwielded_force_divisor = 0.25
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
dulled_divisor = 0.75 //Still metal on a stick
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
force_wielded = 30
@@ -153,8 +153,8 @@
unwielded_force_divisor = 0.375
thrown_force_divisor = 1.5 // 22.5 when thrown with weight 15 (glass)
throw_speed = 3
edge = 0
sharp = 1
edge = FALSE
sharp = TRUE
hitsound = 'sound/weapons/bladeslice.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
@@ -176,8 +176,8 @@
thrown_force_divisor = 1
default_material = "MAT_STEEL"
fragile = 0
sharp = 1
edge = 0
sharp = TRUE
edge = FALSE
/obj/item/weapon/material/twohanded/riding_crop
name = "riding crop"
+15 -15
View File
@@ -4,8 +4,8 @@
var/active_throwforce
var/active_w_class
var/active_embed_chance = 0 //In the off chance one of these is supposed to embed, you can just tweak this var
sharp = 0
edge = 0
sharp = FALSE
edge = FALSE
armor_penetration = 50
flags = NOCONDUCT | NOBLOODY
var/lrange = 2
@@ -54,8 +54,8 @@
embed_chance = active_embed_chance
force = active_force
throwforce = active_throwforce
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
w_class = active_w_class
playsound(src, 'sound/weapons/saberon.ogg', 50, 1)
update_icon()
@@ -224,8 +224,8 @@
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 4)
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
can_cleave = TRUE
/obj/item/weapon/melee/energy/axe/activate(mob/living/user)
@@ -276,8 +276,8 @@
w_class = ITEMSIZE_SMALL
flags = NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
colorable = TRUE
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
@@ -358,8 +358,8 @@
active_force = 5
active_throwforce = 3
active_embed_chance = 0
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
armor_penetration = 0
flags = NOBLOODY
lrange = 2
@@ -427,9 +427,9 @@
item_state = "blade"
force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
armor_penetration = 100
sharp = 1
edge = 1
anchored = 1 // Never spawned outside of inventory, should be fine.
sharp = TRUE
edge = TRUE
anchored = TRUE // Never spawned outside of inventory, should be fine.
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
@@ -514,8 +514,8 @@
desc = "Concentrated energy forming a sharp tip at the end of a long rod."
icon_state = "espear"
armor_penetration = 75
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
force = 5
throwforce = 10
throw_speed = 7
@@ -59,8 +59,8 @@
force = 30
throwforce = 10
w_class = ITEMSIZE_NORMAL
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
can_speak = 1
@@ -10,7 +10,7 @@
force = 15
throwforce = 10
w_class = ITEMSIZE_NORMAL
sharp = 1
edge = 0
sharp = TRUE
edge = FALSE
attack_verb = list("stabbed", "lunged at", "dextrously struck", "sliced", "lacerated", "impaled", "diced", "charioted")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -4,7 +4,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
force = 3
anchored = 1 // Never spawned outside of inventory, should be fine.
anchored = TRUE // Never spawned outside of inventory, should be fine.
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
+1 -1
View File
@@ -14,7 +14,7 @@ var/global/list/cached_icons = list()
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10,20,30,60)
volume = 60
unacidable = 0
unacidable = FALSE
flags = OPENCONTAINER
var/paint_type = "red"
@@ -32,7 +32,7 @@ var/list/tape_roll_applications = list()
/obj/item/tape
name = "tape"
icon = 'icons/policetape.dmi'
anchored = 1
anchored = TRUE
layer = WINDOW_LAYER
var/lifted = 0
var/crumpled = 0
@@ -21,7 +21,7 @@
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients
use_to_pickup = 1
use_to_pickup = TRUE
slot_flags = SLOT_BELT
drop_sound = 'sound/items/drop/backpack.ogg'
pickup_sound = 'sound/items/pickup/backpack.ogg'
@@ -497,7 +497,7 @@
storage_slots = 24
can_hold = list(/obj/item/weapon/light/tube, /obj/item/weapon/light/bulb)
max_storage_space = ITEMSIZE_COST_SMALL * 24 //holds 24 items of w_class 2
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
use_to_pickup = TRUE // for picking up broken bulbs, not that most people will try
/obj/item/weapon/storage/box/lights/bulbs
starts_with = list(/obj/item/weapon/light/bulb = 24)
@@ -525,7 +525,7 @@
max_w_class = ITEMSIZE_NORMAL
can_hold = list(/obj/item/organ)
max_storage_space = ITEMSIZE_COST_NORMAL * 5 // Formally 21. Odd numbers are bad.
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
use_to_pickup = TRUE // for picking up broken bulbs, not that most people will try
/obj/item/weapon/storage/box/freezer/red
icon_state = "portafreezer_red"
@@ -182,7 +182,7 @@
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/dice,/obj/item/weapon/paper)
allow_quick_gather = 1
allow_quick_empty = 1
use_to_pickup = 1
use_to_pickup = TRUE
use_sound = 'sound/items/storage/pillbottle.ogg'
max_storage_space = ITEMSIZE_COST_TINY * 14
max_w_class = ITEMSIZE_TINY
@@ -14,7 +14,7 @@
max_w_class = ITEMSIZE_LARGE
max_storage_space = ITEMSIZE_COST_NORMAL * 8
storage_slots = 20
use_to_pickup = 1
use_to_pickup = TRUE
allow_quick_empty = 1
allow_quick_gather = 1
collection_mode = 1
@@ -79,7 +79,7 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
name = "second hand"
use_to_pickup = 0
use_to_pickup = FALSE
/obj/item/weapon/storage/laundry_basket/offhand/dropped(mob/user as mob)
user.drop_from_inventory(linked)
@@ -186,8 +186,8 @@
force = 8.0
w_class = ITEMSIZE_NO_CONTAINER
max_w_class = ITEMSIZE_LARGE // This was 8 previously...
anchored = 1.0
density = 0
anchored = TRUE
density = FALSE
cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
starts_with = list(
/obj/item/weapon/paper,
+2 -2
View File
@@ -6,8 +6,8 @@
item_state = "baton"
slot_flags = SLOT_BELT
force = 15
sharp = 0
edge = 0
sharp = FALSE
edge = FALSE
throwforce = 7
flags = NOCONDUCT
w_class = ITEMSIZE_NORMAL
@@ -98,8 +98,8 @@
desc = "Cut, cut, and once more cut."
icon_state = "scalpel"
force = 10.0
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
throwforce = 5.0
@@ -172,8 +172,8 @@
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MAT_STEEL = 20000,MAT_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
/obj/item/weapon/surgical/circular_saw/manager
name = "energetic bone diverter"
@@ -19,7 +19,7 @@
pickup_sound = 'sound/items/pickup/screwdriver.ogg'
matter = list(MAT_STEEL = 75)
attack_verb = list("stabbed")
sharp = 1
sharp = TRUE
toolspeed = 1
tool_qualities = list(TOOL_SCREWDRIVER)
var/random_color = TRUE
@@ -19,8 +19,8 @@
usesound = 'sound/items/wirecutter.ogg'
drop_sound = 'sound/items/drop/wirecutter.ogg'
pickup_sound = 'sound/items/pickup/wirecutter.ogg'
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
toolspeed = 1
tool_qualities = list(TOOL_WIRECUTTER)
var/random_color = TRUE
+7 -7
View File
@@ -50,7 +50,7 @@
deployed = 1
user.drop_from_inventory(src)
update_icon()
anchored = 1
anchored = TRUE
/obj/item/weapon/beartrap/attack_hand(mob/user as mob)
if(has_buckled_mobs() && can_use(user))
@@ -63,7 +63,7 @@
user.visible_message("<span class='notice'>[victim] has been freed from \the [src] by [user].</span>")
for(var/A in buckled_mobs)
unbuckle_mob(A)
anchored = 0
anchored = FALSE
else if(deployed && can_use(user))
user.visible_message(
"<span class='danger'>[user] starts to disarm \the [src].</span>",
@@ -78,7 +78,7 @@
"<span class='notice'>You have disarmed \the [src]!</span>"
)
deployed = 0
anchored = 0
anchored = FALSE
update_icon()
else
..()
@@ -116,7 +116,7 @@
//trap the victim in place
set_dir(L.dir)
can_buckle = 1
can_buckle = TRUE
buckle_mob(L)
L.Stun(stun_length)
to_chat(L, "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>")
@@ -137,7 +137,7 @@
)
attack_mob(L)
if(!has_buckled_mobs())
anchored = 0
anchored = FALSE
deployed = 0
update_icon()
..()
@@ -210,7 +210,7 @@
"<span class='danger'>[user] has collected \the [src].</span>",
"<span class='notice'>You have collected \the [src]!</span>"
)
anchored = 0
anchored = FALSE
update_icon()
else
..()
@@ -235,7 +235,7 @@
playsound(src, 'sound/items/Wirecutter.ogg',40, 1)
user.drop_from_inventory(src)
forceMove(get_turf(src))
anchored = 1
anchored = TRUE
update_icon()
/obj/item/weapon/material/barbedwire/attackby(obj/item/W as obj, mob/user as mob)
+3 -3
View File
@@ -94,12 +94,12 @@
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
density = 1
density = TRUE
opacity = 0
mouse_opacity = 1
anchored = 0
anchored = FALSE
can_buckle = 1
can_buckle = TRUE
buckle_lying = 0
buckle_dir = SOUTH