space cleanup (#17300)

* space cleanup

* this

* this too

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
Kashargul
2025-03-14 06:37:13 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent a7314a8766
commit c8aff28c5b
128 changed files with 1859 additions and 1861 deletions
+13 -13
View File
@@ -12,9 +12,9 @@
var/flags = SHUTTLE_FLAGS_NONE
var/process_state = IDLE_STATE // Used with SHUTTLE_FLAGS_PROCESS, as well as to store current state.
var/category = /datum/shuttle
var/multiz = 0 //how many multiz levels, starts at 0 TODO Leshana - Are we porting this?
var/multiz = 0 //how many multiz levels, starts at 0 TODO Leshana - Are we porting this?
var/ceiling_type // Type path of turf to roof over the shuttle when at multi-z landmarks. Ignored if null.
var/ceiling_type // Type path of turf to roof over the shuttle when at multi-z landmarks. Ignored if null.
var/sound_takeoff = 'sound/effects/shuttles/shuttle_takeoff.ogg'
var/sound_landing = 'sound/effects/shuttles/shuttle_landing.ogg'
@@ -22,11 +22,11 @@
var/knockdown = 1 //whether shuttle downs non-buckled people when it moves
var/defer_initialisation = FALSE //If this this shuttle should be initialised automatically.
//If set to true, you are responsible for initialzing the shuttle manually.
//Useful for shuttles that are initialized by map_template loading, or shuttles that are created in-game or not used.
//If set to true, you are responsible for initialzing the shuttle manually.
//Useful for shuttles that are initialized by map_template loading, or shuttles that are created in-game or not used.
var/mothershuttle //tag of mothershuttle
var/motherdock //tag of mothershuttle landmark, defaults to starting location
var/mothershuttle //tag of mothershuttle
var/motherdock //tag of mothershuttle landmark, defaults to starting location
var/tmp/depart_time = 0 //Similar to above, set when the shuttle leaves when long jumping. Used for progress bars.
@@ -104,8 +104,8 @@
/datum/shuttle/proc/on_shuttle_departure(var/obj/effect/shuttle_landmark/origin, var/obj/effect/shuttle_landmark/destination)
return
// Similar to above, but when it finishes moving to the target. Short jump generally makes this occur immediately after the above proc.
// Keep in mind we might not actually have gotten to destination. Check current_location to be sure where we ended up.
// Similar to above, but when it finishes moving to the target. Short jump generally makes this occur immediately after the above proc.
// Keep in mind we might not actually have gotten to destination. Check current_location to be sure where we ended up.
/datum/shuttle/proc/on_shuttle_arrival(var/obj/effect/shuttle_landmark/origin, var/obj/effect/shuttle_landmark/destination)
return
@@ -117,7 +117,7 @@
return
var/obj/effect/shuttle_landmark/start_location = current_location
// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
moving_status = SHUTTLE_WARMUP
spawn(warmup_time*10)
@@ -155,7 +155,7 @@
return
var/obj/effect/shuttle_landmark/start_location = current_location
// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
// TODO - Figure out exactly when to play sounds. Before warmup_time delay? Should there be a sleep for waiting for sounds? or no?
moving_status = SHUTTLE_WARMUP
spawn(warmup_time*10)
@@ -204,7 +204,7 @@
//////////////////////////////
// Forward declarations of public procs. They do nothing because this is not auto-dock.
// Forward declarations of public procs. They do nothing because this is not auto-dock.
/datum/shuttle/proc/fuel_check()
return 1 //fuel check should always pass in non-overmap shuttles (they have magic engines)
@@ -300,7 +300,7 @@
if(our_area.get_gravity() != new_grav)
our_area.gravitychange(new_grav)
// TODO - Old code used to throw stuff out of the way instead of squashing. Should we?
// TODO - Old code used to throw stuff out of the way instead of squashing. Should we?
// Move, gib, or delete everything in our way!
for(var/turf/src_turf in turf_translation)
@@ -345,7 +345,7 @@
if(move_direction)
throw_a_mob(M,move_direction)
//VOREStation Add End
// We only need to rebuild powernets for our cables. No need to check machines because they are on top of cables.
// We only need to rebuild powernets for our cables. No need to check machines because they are on top of cables.
for(var/obj/structure/cable/C in A)
powernets |= C.powernet