Fixup things for dm-langserver

This commit is contained in:
Aronai Sieyes
2021-04-05 12:48:09 -04:00
parent 208795ec75
commit 688923c4c8
8 changed files with 68 additions and 87 deletions
+1 -1
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@@ -112,7 +112,7 @@
'sound/ambience/generic/generic2.ogg',\
'sound/ambience/generic/generic3.ogg'\
)
// 'sound/ambience/generic/generic4.ogg'\
// 'sound/ambience/generic/generic4.ogg'
// Sounds of PA announcements, presumably involving shuttles?
#define AMBIENCE_ARRIVALS list(\
@@ -127,7 +127,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
if(8) //Aug
switch(DD)
// if(10)
// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, \
// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer,
// on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common."
//VOREStation Add - Of course we need this.
if(8)
@@ -167,8 +167,8 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
Holiday["Kindness Day"] = "Kindness Day is an unofficial holiday to highlight good deeds in the \
community, focusing on the positive power and the common thread of kindness which binds humanity and \
friends together."
// if(28) //Space thanksgiving.
// Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
if(28) //Space thanksgiving.
Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
traditions that its predecessor did, such as having a large feast (turkey often included), gathering with family, and being thankful \
for what one has in life."
if(28 > DD > 20)
+1 -1
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@@ -30,7 +30,7 @@
"wizard's cloak" = "wizard_cloak"
)
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than \
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than
// mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list().
var/list/wards_in_use = list() // Wards don't count against the cap for other summons.
@@ -1,8 +1,5 @@
/datum/technomancer/equipment/default_core
name = "Manipulation Core"
// desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \
// another core, don't forget to refund the old core. This has a capacity of 10,000 units of energy, and recharges at a \
// rate of 50 units. It also reduces incoming instability from functions by 20%."
desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \
another core, don't forget to refund the old core.<br>\
Capacity: 10k<br>\
+61 -60
View File
@@ -27,7 +27,7 @@
var/datum/looping_sound/microwave/soundloop
// see code/modules/food/recipes_microwave.dm for recipes
//see code/modules/food/recipes_microwave.dm for recipes
/*******************
* Initialising
@@ -283,68 +283,69 @@
if("dispose")
dispose()
return TRUE
// /obj/machinery/microwave/interact(mob/user as mob) // The microwave Menu
// var/dat = ""
// if(src.broken > 0)
// dat = {"<TT>Bzzzzttttt</TT>"}
// else if(src.operating)
// dat = {"<TT>Microwaving in progress!<BR>Please wait...!</TT>"}
// else if(src.dirty==100)
// dat = {"<TT>This microwave is dirty!<BR>Please clean it before use!</TT>"}
// else
// var/list/items_counts = new
// var/list/items_measures = new
// var/list/items_measures_p = new
// for (var/obj/O in ((contents - component_parts) - circuit))
// var/display_name = O.name
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/egg))
// items_measures[display_name] = "egg"
// items_measures_p[display_name] = "eggs"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/tofu))
// items_measures[display_name] = "tofu chunk"
// items_measures_p[display_name] = "tofu chunks"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/meat)) //any meat
// items_measures[display_name] = "slab of meat"
// items_measures_p[display_name] = "slabs of meat"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/donkpocket))
// display_name = "Turnovers"
// items_measures[display_name] = "turnover"
// items_measures_p[display_name] = "turnovers"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/carpmeat))
// items_measures[display_name] = "fillet of meat"
// items_measures_p[display_name] = "fillets of meat"
// items_counts[display_name]++
// for (var/O in items_counts)
// var/N = items_counts[O]
// if (!(O in items_measures))
// dat += {"<B>[capitalize(O)]:</B> [N] [lowertext(O)]\s<BR>"}
// else
// if (N==1)
// dat += {"<B>[capitalize(O)]:</B> [N] [items_measures[O]]<BR>"}
// else
// dat += {"<B>[capitalize(O)]:</B> [N] [items_measures_p[O]]<BR>"}
/*
/obj/machinery/microwave/interact(mob/user as mob) // The microwave Menu
var/dat = ""
if(src.broken > 0)
dat = {"<TT>Bzzzzttttt</TT>"}
else if(src.operating)
dat = {"<TT>Microwaving in progress!<BR>Please wait...!</TT>"}
else if(src.dirty==100)
dat = {"<TT>This microwave is dirty!<BR>Please clean it before use!</TT>"}
else
var/list/items_counts = new
var/list/items_measures = new
var/list/items_measures_p = new
for (var/obj/O in ((contents - component_parts) - circuit))
var/display_name = O.name
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/egg))
items_measures[display_name] = "egg"
items_measures_p[display_name] = "eggs"
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/tofu))
items_measures[display_name] = "tofu chunk"
items_measures_p[display_name] = "tofu chunks"
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/meat)) //any meat
items_measures[display_name] = "slab of meat"
items_measures_p[display_name] = "slabs of meat"
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/donkpocket))
display_name = "Turnovers"
items_measures[display_name] = "turnover"
items_measures_p[display_name] = "turnovers"
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/carpmeat))
items_measures[display_name] = "fillet of meat"
items_measures_p[display_name] = "fillets of meat"
items_counts[display_name]++
for (var/O in items_counts)
var/N = items_counts[O]
if (!(O in items_measures))
dat += {"<B>[capitalize(O)]:</B> [N] [lowertext(O)]\s<BR>"}
else
if (N==1)
dat += {"<B>[capitalize(O)]:</B> [N] [items_measures[O]]<BR>"}
else
dat += {"<B>[capitalize(O)]:</B> [N] [items_measures_p[O]]<BR>"}
// for (var/datum/reagent/R in reagents.reagent_list)
// var/display_name = R.name
// if (R.id == "capsaicin")
// display_name = "Hotsauce"
// if (R.id == "frostoil")
// display_name = "Coldsauce"
// dat += {"<B>[display_name]:</B> [R.volume] unit\s<BR>"}
for (var/datum/reagent/R in reagents.reagent_list)
var/display_name = R.name
if (R.id == "capsaicin")
display_name = "Hotsauce"
if (R.id == "frostoil")
display_name = "Coldsauce"
dat += {"<B>[display_name]:</B> [R.volume] unit\s<BR>"}
// if (items_counts.len==0 && reagents.reagent_list.len==0)
// dat = {"<B>The microwave is empty</B><BR>"}
// else
// dat = {"<b>Ingredients:</b><br>[dat]"}
// dat += {"<HR><BR>\
// <A href='?src=\ref[src];action=cook'>Turn on!<BR>\
// <A href='?src=\ref[src];action=dispose'>Eject ingredients!<BR>\
// "}
if (items_counts.len==0 && reagents.reagent_list.len==0)
dat = {"<B>The microwave is empty</B><BR>"}
else
dat = {"<b>Ingredients:</b><br>[dat]"}
dat += {"<HR><BR>\
<A href='?src=\ref[src];action=cook'>Turn on!<BR>\
<A href='?src=\ref[src];action=dispose'>Eject ingredients!<BR>\
"}
// user << browse("<HEAD><TITLE>Microwave Controls</TITLE></HEAD><TT>[dat]</TT>", "window=microwave")
// onclose(user, "microwave")
// return
user << browse("<HEAD><TITLE>Microwave Controls</TITLE></HEAD><TT>[dat]</TT>", "window=microwave")
onclose(user, "microwave")
return
*/
/***********************************
* Microwave Menu Handling/Cooking
@@ -189,7 +189,7 @@
if(istype(back, /obj/item/weapon/tank/jetpack))
return back
else if(istype(rig))
for(var/obj/item/rig_module/maneuvering_jets.module in rig.installed_modules)
for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
return module.jets
/mob/living/carbon/human/Process_Spacemove(var/check_drift = 0)
@@ -89,7 +89,7 @@
// Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and \
// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and
// the projectiles have an AoE component, where as backline hivebots do not.
/mob/living/simple_mob/mechanical/hivebot/ranged_damage/backline
name = "backline hivebot"
-17
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@@ -466,20 +466,3 @@
user.visible_message("<span class='warning'>[user]'s hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>", \
"<span class='warning'>Your hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>")
affected.createwound(BRUISE, 20)
//////////////////////////////////////////////////////////////////
// HEART SURGERY //
//////////////////////////////////////////////////////////////////
// To be finished after some tests.
// /datum/surgery_step/ribcage/heart/cut
// allowed_tools = list(
// /obj/item/weapon/surgical/scalpel = 100, \
// /obj/item/weapon/material/knife = 75, \
// /obj/item/weapon/material/shard = 50, \
// )
// min_duration = 30
// max_duration = 40
// /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
// return ..() && target.op_stage.ribcage == 2