Port OD Pragma Lints (#17171)

* Experimental: Port OD Pragma Lints

* first pass: Includes icon forge fixes/updates

* 2nd pass

* third pass

* debug_ai: This what you're unhappy with?

* Revert "debug_ai: This what you're unhappy with?"

This reverts commit bc178792e6.

* How about this

* Or is it the else?

* Pass summer

---------

Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
This commit is contained in:
Drathek
2025-02-26 18:12:03 -05:00
committed by GitHub
co-authored by Selis
parent b98a9736b4
commit d062ff9f49
94 changed files with 268 additions and 153 deletions
+3 -3
View File
@@ -123,15 +123,15 @@ Contains helper procs for airflow, handled in /connection_group.
var/blocked = run_armor_check(BP_HEAD,"melee")
var/soaked = get_armor_soak(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0)
blocked = run_armor_check(BP_TORSO,"melee")
soaked = get_armor_soak(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0)
blocked = run_armor_check(BP_GROIN,"melee")
soaked = get_armor_soak(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0)
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))
+7 -7
View File
@@ -425,10 +425,10 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0, "Fire")
apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0, "Fire")
apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0, "Fire")
apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0)
apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0)
apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0)
apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0)
apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0)
apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0)
apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0)