diff --git a/code/_onclick/telekinesis.dm b/code/_onclick/telekinesis.dm
index 049db78c3af..16141343c65 100644
--- a/code/_onclick/telekinesis.dm
+++ b/code/_onclick/telekinesis.dm
@@ -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'
diff --git a/code/controllers/subsystems/airflow.dm b/code/controllers/subsystems/airflow.dm
index 21ec24f7c7f..7561ad8cca7 100644
--- a/code/controllers/subsystems/airflow.dm
+++ b/code/controllers/subsystems/airflow.dm
@@ -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)
diff --git a/code/game/gamemodes/cult/narsie.dm b/code/game/gamemodes/cult/narsie.dm
index 58684bb2a23..9c3504924f2 100644
--- a/code/game/gamemodes/cult/narsie.dm
+++ b/code/game/gamemodes/cult/narsie.dm
@@ -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
diff --git a/code/game/gamemodes/endgame/supermatter_cascade/portal.dm b/code/game/gamemodes/endgame/supermatter_cascade/portal.dm
index aef330c1449..a74867d9905 100644
--- a/code/game/gamemodes/endgame/supermatter_cascade/portal.dm
+++ b/code/game/gamemodes/endgame/supermatter_cascade/portal.dm
@@ -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.
diff --git a/code/game/gamemodes/events/black_hole.dm b/code/game/gamemodes/events/black_hole.dm
index 96ab98acb17..b18310ed886 100644
--- a/code/game/gamemodes/events/black_hole.dm
+++ b/code/game/gamemodes/events/black_hole.dm
@@ -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
diff --git a/code/game/gamemodes/technomancer/devices/shield_armor.dm b/code/game/gamemodes/technomancer/devices/shield_armor.dm
index 7618708aad1..eec695278f2 100644
--- a/code/game/gamemodes/technomancer/devices/shield_armor.dm
+++ b/code/game/gamemodes/technomancer/devices/shield_armor.dm
@@ -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)
diff --git a/code/game/machinery/atmoalter/canister.dm b/code/game/machinery/atmoalter/canister.dm
index 4fd1ba79423..783ee16225b 100644
--- a/code/game/machinery/atmoalter/canister.dm
+++ b/code/game/machinery/atmoalter/canister.dm
@@ -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)
diff --git a/code/game/machinery/bomb_tester_vr.dm b/code/game/machinery/bomb_tester_vr.dm
index 24c5da8d6cd..2273defdeac 100644
--- a/code/game/machinery/bomb_tester_vr.dm
+++ b/code/game/machinery/bomb_tester_vr.dm
@@ -309,7 +309,7 @@
simulation_results += "
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")
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index 367f2f88031..85f23cb1dbd 100644
--- a/code/game/machinery/camera/camera.dm
+++ b/code/game/machinery/camera/camera.dm
@@ -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()
diff --git a/code/game/machinery/computer/buildandrepair.dm b/code/game/machinery/computer/buildandrepair.dm
index 930b354ea0f..5f4ff28e058 100644
--- a/code/game/machinery/computer/buildandrepair.dm
+++ b/code/game/machinery/computer/buildandrepair.dm
@@ -17,7 +17,7 @@
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "You wrench the frame into place.")
- 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, "You unfasten the frame.")
- src.anchored = 0
+ src.anchored = FALSE
src.state = 0
if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
var/obj/item/weapon/circuitboard/B = P
diff --git a/code/game/machinery/computer/pod.dm b/code/game/machinery/computer/pod.dm
index 5eae5e82d08..f37f0f6c970 100644
--- a/code/game/machinery/computer/pod.dm
+++ b/code/game/machinery/computer/pod.dm
@@ -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, "You disconnect the monitor."))
@@ -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)
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 0d7474eb2f4..04b5ce0fff0 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -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)
diff --git a/code/game/machinery/doors/blast_door.dm b/code/game/machinery/doors/blast_door.dm
index e3632af29b0..bba24a48888 100644
--- a/code/game/machinery/doors/blast_door.dm
+++ b/code/game/machinery/doors/blast_door.dm
@@ -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)
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index d138653261b..2df0fac4ea1 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -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()
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 754edb9f383..96609e02a5f 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -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()
diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index 6950be687a1..9d54018e7d7 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -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
diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm
index dd9fe7faa69..41851575af4 100644
--- a/code/game/machinery/hologram.dm
+++ b/code/game/machinery/hologram.dm
@@ -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
diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm
index 40d348cb6ff..2da7d5342ac 100644
--- a/code/game/machinery/machinery.dm
+++ b/code/game/machinery/machinery.dm
@@ -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)
diff --git a/code/game/machinery/pipe/pipe_dispenser.dm b/code/game/machinery/pipe/pipe_dispenser.dm
index 7f0ffc10b1a..0b4d054858c 100644
--- a/code/game/machinery/pipe/pipe_dispenser.dm
+++ b/code/game/machinery/pipe/pipe_dispenser.dm
@@ -124,7 +124,7 @@
"[user] unfastens \the [src].", \
"You have unfastened \the [src]. Now it can be pulled somewhere else.", \
"You hear ratchet.")
- src.anchored = 0
+ src.anchored = FALSE
src.stat |= MAINT
src.unwrenched = 1
if (usr.machine==src)
@@ -137,7 +137,7 @@
"[user] fastens \the [src].", \
"You have fastened \the [src]. Now it can dispense pipes.", \
"You hear ratchet.")
- src.anchored = 1
+ src.anchored = TRUE
src.stat &= ~MAINT
src.unwrenched = 0
power_change()
diff --git a/code/game/mecha/equipment/tools/clamp.dm b/code/game/mecha/equipment/tools/clamp.dm
index 70f46ee35f5..1df39a41786 100644
--- a/code/game/mecha/equipment/tools/clamp.dm
+++ b/code/game/mecha/equipment/tools/clamp.dm
@@ -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("[target] succesfully loaded.")
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("[target] succesfully loaded.")
chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index 62aa885d012..01175eb3b08 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -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
diff --git a/code/game/mecha/mecha_construction_paths.dm b/code/game/mecha/mecha_construction_paths.dm
index 467145309bc..82a83e601e8 100644
--- a/code/game/mecha/mecha_construction_paths.dm
+++ b/code/game/mecha/mecha_construction_paths.dm
@@ -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
diff --git a/code/game/mecha/micro/mecha_construction_paths_vr.dm b/code/game/mecha/micro/mecha_construction_paths_vr.dm
index 7019c643995..60d8d2d3b7d 100644
--- a/code/game/mecha/micro/mecha_construction_paths_vr.dm
+++ b/code/game/mecha/micro/mecha_construction_paths_vr.dm
@@ -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)
diff --git a/code/game/objects/empulse.dm b/code/game/objects/empulse.dm
index 3c5afc97158..fcec6803e4c 100644
--- a/code/game/objects/empulse.dm
+++ b/code/game/objects/empulse.dm
@@ -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)
diff --git a/code/game/objects/items/devices/radio/intercom.dm b/code/game/objects/items/devices/radio/intercom.dm
index 25d3cb181fb..cf3781f31b2 100644
--- a/code/game/objects/items/devices/radio/intercom.dm
+++ b/code/game/objects/items/devices/radio/intercom.dm
@@ -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)
diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm
index 21efc13f37c..bf132c7cf96 100644
--- a/code/game/objects/items/shooting_range.dm
+++ b/code/game/objects/items/shooting_range.dm
@@ -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
diff --git a/code/game/objects/structures/crates_lockers/closets/statue.dm b/code/game/objects/structures/crates_lockers/closets/statue.dm
index 253e93ff71e..9b66918be0d 100644
--- a/code/game/objects/structures/crates_lockers/closets/statue.dm
+++ b/code/game/objects/structures/crates_lockers/closets/statue.dm
@@ -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
diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm
index c7e6ffd6935..fc1ae0ef597 100644
--- a/code/game/objects/structures/displaycase.dm
+++ b/code/game/objects/structures/displaycase.dm
@@ -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)
diff --git a/code/game/objects/structures/target_stake.dm b/code/game/objects/structures/target_stake.dm
index 31249e7b43a..0e29fed20b9 100644
--- a/code/game/objects/structures/target_stake.dm
+++ b/code/game/objects/structures/target_stake.dm
@@ -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
diff --git a/code/game/objects/structures/windoor_assembly.dm b/code/game/objects/structures/windoor_assembly.dm
index 287e3115595..0677c6a09d7 100644
--- a/code/game/objects/structures/windoor_assembly.dm
+++ b/code/game/objects/structures/windoor_assembly.dm
@@ -113,7 +113,7 @@
if(do_after(user, 40 * W.toolspeed))
if(!src) return
to_chat(user,"You've secured the windoor assembly!")
- 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,"You've unsecured the windoor assembly!")
- 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)
diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm
index 56c9fbec8d0..be1605e0a91 100644
--- a/code/game/turfs/simulated/walls.dm
+++ b/code/game/turfs/simulated/walls.dm
@@ -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.
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index 8b7aa490875..8b0baa59676 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -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)
diff --git a/code/modules/artifice/deadringer.dm b/code/modules/artifice/deadringer.dm
index b5edd577843..b10c05c9427 100644
--- a/code/modules/artifice/deadringer.dm
+++ b/code/modules/artifice/deadringer.dm
@@ -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
diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm
index b619ee9f22e..af697777f98 100644
--- a/code/modules/assembly/infrared.dm
+++ b/code/modules/assembly/infrared.dm
@@ -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
diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm
index a9216e24971..737b4e2550e 100644
--- a/code/modules/clothing/spacesuits/rig/rig.dm
+++ b/code/modules/clothing/spacesuits/rig/rig.dm
@@ -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, "Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.")
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)
diff --git a/code/modules/clothing/spacesuits/void/void.dm b/code/modules/clothing/spacesuits/void/void.dm
index 3d2c6b24d5f..d6c96404e6e 100644
--- a/code/modules/clothing/spacesuits/void/void.dm
+++ b/code/modules/clothing/spacesuits/void/void.dm
@@ -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, "You retract your suit helmet.")
- 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, "You deploy your suit helmet, sealing you off from the world.")
if(helmet.light_system == STATIC_LIGHT)
@@ -229,7 +229,7 @@
removing = cooler
cooler = null
to_chat(H, "You press the emergency release, ejecting \the [removing] from your suit.")
- 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)
diff --git a/code/modules/holodeck/HolodeckObjects.dm b/code/modules/holodeck/HolodeckObjects.dm
index 3a783060f1a..96d3bbcabcf 100644
--- a/code/modules/holodeck/HolodeckObjects.dm
+++ b/code/modules/holodeck/HolodeckObjects.dm
@@ -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!")
diff --git a/code/modules/hydroponics/spreading/spreading_growth.dm b/code/modules/hydroponics/spreading/spreading_growth.dm
index db94bebd0d9..5f2b432c099 100644
--- a/code/modules/hydroponics/spreading/spreading_growth.dm
+++ b/code/modules/hydroponics/spreading/spreading_growth.dm
@@ -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
diff --git a/code/modules/looking_glass/lg_turfs.dm b/code/modules/looking_glass/lg_turfs.dm
index 189790335d8..ad38f640c0b 100644
--- a/code/modules/looking_glass/lg_turfs.dm
+++ b/code/modules/looking_glass/lg_turfs.dm
@@ -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)
diff --git a/code/modules/maps/reader.dm b/code/modules/maps/reader.dm
index daf34508f5b..def68bbbcb9 100644
--- a/code/modules/maps/reader.dm
+++ b/code/modules/maps/reader.dm
@@ -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
diff --git a/code/modules/materials/sheets/metals/rods.dm b/code/modules/materials/sheets/metals/rods.dm
index 318ec68626e..9ebd0fd92f1 100644
--- a/code/modules/materials/sheets/metals/rods.dm
+++ b/code/modules/materials/sheets/metals/rods.dm
@@ -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)
diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm
index 2798403ff02..2500c0dd687 100644
--- a/code/modules/mining/mine_items.dm
+++ b/code/modules/mining/mine_items.dm
@@ -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("[user] plants [newflag] firmly in the ground.")
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index c68ee214010..153d56be434 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -486,7 +486,7 @@ emp_act
if(T)
src.loc = T
visible_message("[src] is pinned to the wall by [O]!","You are pinned to the wall by [O]!")
- 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%
diff --git a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm
index 7194e4f1fcf..ec058ac0d30 100644
--- a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm
+++ b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm
@@ -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, "You hover in place.")
spawn(6) //.6 seconds.
- C.anchored = 0
+ C.anchored = FALSE
else
return
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index e9a75d2ab50..09b8c151e65 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -321,7 +321,7 @@
if(T)
src.loc = T
visible_message("[src] is pinned to the wall by [O]!","You are pinned to the wall by [O]!")
- src.anchored = 1
+ src.anchored = TRUE
src.pinned += O
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
diff --git a/code/modules/mob/living/silicon/decoy/decoy.dm b/code/modules/mob/living/silicon/decoy/decoy.dm
index 5cb485a5711..6abdaadde8c 100644
--- a/code/modules/mob/living/silicon/decoy/decoy.dm
+++ b/code/modules/mob/living/silicon/decoy/decoy.dm
@@ -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
\ No newline at end of file
diff --git a/code/modules/mob/living/silicon/robot/robot_modules/station.dm b/code/modules/mob/living/silicon/robot/robot_modules/station.dm
index 5628c850a1d..3f2ae1368c3 100644
--- a/code/modules/mob/living/silicon/robot/robot_modules/station.dm
+++ b/code/modules/mob/living/silicon/robot/robot_modules/station.dm
@@ -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)
diff --git a/code/modules/mob/living/simple_mob/subtypes/vore/solargrub.dm b/code/modules/mob/living/simple_mob/subtypes/vore/solargrub.dm
index b0235160908..a4bdd6c9787 100644
--- a/code/modules/mob/living/simple_mob/subtypes/vore/solargrub.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/vore/solargrub.dm
@@ -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)
..()
\ No newline at end of file
diff --git a/code/modules/modular_computers/laptop_vendor.dm b/code/modules/modular_computers/laptop_vendor.dm
index 19f3d344179..f673e060ef6 100644
--- a/code/modules/modular_computers/laptop_vendor.dm
+++ b/code/modules/modular_computers/laptop_vendor.dm
@@ -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
diff --git a/code/modules/multiz/hoist.dm b/code/modules/multiz/hoist.dm
index b319b3e1dff..d8c064f56e3 100644
--- a/code/modules/multiz/hoist.dm
+++ b/code/modules/multiz/hoist.dm
@@ -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
diff --git a/code/modules/multiz/ladder_assembly_vr.dm b/code/modules/multiz/ladder_assembly_vr.dm
index d167ecc3ab6..49f765225ac 100644
--- a/code/modules/multiz/ladder_assembly_vr.dm
+++ b/code/modules/multiz/ladder_assembly_vr.dm
@@ -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, "\The [src] needs to be unwelded.")
return
diff --git a/code/modules/power/antimatter/control.dm b/code/modules/power/antimatter/control.dm
index 7a38c57010b..8f3c3db0091 100644
--- a/code/modules/power/antimatter/control.dm
+++ b/code/modules/power/antimatter/control.dm
@@ -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, "Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!")
diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm
index 02475594ab0..61acc41293d 100644
--- a/code/modules/power/singularity/emitter.dm
+++ b/code/modules/power/singularity/emitter.dm
@@ -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, "\The [src] needs to be unwelded from the floor.")
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index 9afad48445f..ec29e08efa0 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -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, "The [src.name] needs to be unwelded from the floor.")
return
diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
index 8d96045cf3a..bf005048ca6 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
@@ -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--
diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm
index d15b9153ac7..8a20c9e685a 100644
--- a/code/modules/power/solar.dm
+++ b/code/modules/power/solar.dm
@@ -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, "You disconnect the monitor.")
@@ -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)
diff --git a/code/modules/projectiles/projectile/beams_vr.dm b/code/modules/projectiles/projectile/beams_vr.dm
index a3a149502cd..3f3e82071d7 100644
--- a/code/modules/projectiles/projectile/beams_vr.dm
+++ b/code/modules/projectiles/projectile/beams_vr.dm
@@ -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, "As the beam strikes you, your injuries close up!")
diff --git a/code/modules/random_map/drop/droppod_doors.dm b/code/modules/random_map/drop/droppod_doors.dm
index d69e049da62..c19aba40fd5 100644
--- a/code/modules/random_map/drop/droppod_doors.dm
+++ b/code/modules/random_map/drop/droppod_doors.dm
@@ -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"
\ No newline at end of file
diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm
index b3be3111b48..da3e3c64de5 100644
--- a/code/modules/recycling/disposal.dm
+++ b/code/modules/recycling/disposal.dm
@@ -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
diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm
index 8a5a199a6cf..a8e23e83e80 100755
--- a/code/modules/recycling/sortingmachinery.dm
+++ b/code/modules/recycling/sortingmachinery.dm
@@ -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
diff --git a/code/modules/security levels/keycard authentication.dm b/code/modules/security levels/keycard authentication.dm
index 8bb68514fb5..daeae949468 100644
--- a/code/modules/security levels/keycard authentication.dm
+++ b/code/modules/security levels/keycard authentication.dm
@@ -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
diff --git a/code/modules/shieldgen/sheldwallgen.dm b/code/modules/shieldgen/sheldwallgen.dm
index 2d4b7d64847..d03cd22c459 100644
--- a/code/modules/shieldgen/sheldwallgen.dm
+++ b/code/modules/shieldgen/sheldwallgen.dm
@@ -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))
diff --git a/code/modules/spells/aoe_turf/conjure/conjure.dm b/code/modules/spells/aoe_turf/conjure/conjure.dm
index e9874ccc127..10c9948d522 100644
--- a/code/modules/spells/aoe_turf/conjure/conjure.dm
+++ b/code/modules/spells/aoe_turf/conjure/conjure.dm
@@ -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
diff --git a/code/modules/spells/spell_code.dm b/code/modules/spells/spell_code.dm
index 5ab06434507..6db671d1bb9 100644
--- a/code/modules/spells/spell_code.dm
+++ b/code/modules/spells/spell_code.dm
@@ -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
diff --git a/code/modules/spells/spell_projectile.dm b/code/modules/spells/spell_projectile.dm
index 01e7d163fa4..924553f16fc 100644
--- a/code/modules/spells/spell_projectile.dm
+++ b/code/modules/spells/spell_projectile.dm
@@ -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)
diff --git a/code/modules/spells/spellbook.dm b/code/modules/spells/spellbook.dm
index 0c855626fc9..eea8cc1a9ab 100644
--- a/code/modules/spells/spellbook.dm
+++ b/code/modules/spells/spellbook.dm
@@ -407,7 +407,7 @@
if(istype(user, /mob/living/carbon/human))
to_chat(user, "HOR-SIE HAS RISEN")
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)
diff --git a/code/modules/spells/targeted/equip/horsemask.dm b/code/modules/spells/targeted/equip/horsemask.dm
index c52f75acee7..462cca13ef3 100644
--- a/code/modules/spells/targeted/equip/horsemask.dm
+++ b/code/modules/spells/targeted/equip/horsemask.dm
@@ -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
diff --git a/code/modules/spells/targeted/ethereal_jaunt.dm b/code/modules/spells/targeted/ethereal_jaunt.dm
index a5c98bc5712..d300f6a9129 100644
--- a/code/modules/spells/targeted/ethereal_jaunt.dm
+++ b/code/modules/spells/targeted/ethereal_jaunt.dm
@@ -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
diff --git a/code/modules/vehicles/vehicle.dm b/code/modules/vehicles/vehicle.dm
index 856a32e3102..dcb909a2f5c 100644
--- a/code/modules/vehicles/vehicle.dm
+++ b/code/modules/vehicles/vehicle.dm
@@ -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)
diff --git a/code/modules/xenoarcheaology/effects/forcefield.dm b/code/modules/xenoarcheaology/effects/forcefield.dm
index 028eff3a75a..f4f1a3ab073 100644
--- a/code/modules/xenoarcheaology/effects/forcefield.dm
+++ b/code/modules/xenoarcheaology/effects/forcefield.dm
@@ -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]
diff --git a/code/modules/xenoarcheaology/finds/fossils.dm b/code/modules/xenoarcheaology/finds/fossils.dm
index 89d83efa4e9..5448db97f2e 100644
--- a/code/modules/xenoarcheaology/finds/fossils.dm
+++ b/code/modules/xenoarcheaology/finds/fossils.dm
@@ -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]\'."
diff --git a/code/modules/xenoarcheaology/tools/artifact_analyser.dm b/code/modules/xenoarcheaology/tools/artifact_analyser.dm
index 8c159e0ad04..44afa6ea2c7 100644
--- a/code/modules/xenoarcheaology/tools/artifact_analyser.dm
+++ b/code/modules/xenoarcheaology/tools/artifact_analyser.dm
@@ -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
diff --git a/code/modules/xenoarcheaology/tools/artifact_harvester.dm b/code/modules/xenoarcheaology/tools/artifact_harvester.dm
index b2bb4db83ce..05aa87442d0 100644
--- a/code/modules/xenoarcheaology/tools/artifact_harvester.dm
+++ b/code/modules/xenoarcheaology/tools/artifact_harvester.dm
@@ -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("[name] states, \"Battery is full.\"")