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
+4 -4
View File
@@ -157,10 +157,10 @@
if (shock_damage<1)
return 0
src.apply_damage(0.2 * shock_damage, BURN, def_zone, used_weapon="Electrocution") //shock the target organ
src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO, used_weapon="Electrocution") //shock the torso more
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
src.apply_damage(0.2 * shock_damage, BURN, def_zone) //shock the target organ
src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO) //shock the torso more
src.apply_damage(0.2 * shock_damage, BURN, null) //shock a random part!
src.apply_damage(0.2 * shock_damage, BURN, null) //shock a random part!
playsound(src, "sparks", 50, 1, -1)
if (shock_damage > 15)
@@ -1802,7 +1802,7 @@
var/obj/item/organ/external/e = organs_by_name[name]
if(!e)
continue
if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (getBruteLoss() + getFireLoss() >= 100))
if((e.status & ORGAN_BROKEN && (!e.splinted || ((e.splinted in e.contents) && prob(30))) || e.status & ORGAN_BLEEDING) && (getBruteLoss() + getFireLoss() >= 100))
return 1
else
return ..()
+6 -6
View File
@@ -798,13 +798,13 @@
if(breath.temperature >= species.heat_discomfort_level)
if(breath.temperature >= species.breath_heat_level_3)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Heat")
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/hot, HOT_ALERT_SEVERITY_MAX)
else if(breath.temperature >= species.breath_heat_level_2)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Heat")
apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/hot, HOT_ALERT_SEVERITY_MODERATE)
else if(breath.temperature >= species.breath_heat_level_1)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Heat")
apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/hot, HOT_ALERT_SEVERITY_LOW)
else if(species.get_environment_discomfort(src, ENVIRONMENT_COMFORT_MARKER_HOT))
throw_alert("temp", /obj/screen/alert/warm, HOT_ALERT_SEVERITY_LOW)
@@ -814,13 +814,13 @@
else if(breath.temperature <= species.cold_discomfort_level)
if(breath.temperature <= species.breath_cold_level_3)
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Cold")
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/cold, COLD_ALERT_SEVERITY_MAX)
else if(breath.temperature <= species.breath_cold_level_2)
apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Cold")
apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/cold, COLD_ALERT_SEVERITY_MODERATE)
else if(breath.temperature <= species.breath_cold_level_1)
apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Cold")
apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD)
throw_alert("temp", /obj/screen/alert/cold, COLD_ALERT_SEVERITY_LOW)
else if(species.get_environment_discomfort(src, ENVIRONMENT_COMFORT_MARKER_COLD))
throw_alert("temp", /obj/screen/alert/chilly, COLD_ALERT_SEVERITY_LOW)
+1 -1
View File
@@ -131,7 +131,7 @@
message_data[2] = pick(M.say_verbs)
. = 1
else if(CE_SPEEDBOOST in chem_effects || is_jittery) // motor mouth
else if((CE_SPEEDBOOST in chem_effects) || is_jittery) // motor mouth
// Despite trying to url/html decode these, byond is just being bad and I dunno.
var/static/regex/speedboost_initial = new (@"&[a-z]{2,5};|&#\d{2};","g")
// Not herestring because bad vs code syntax highlight panics at apostrophe
@@ -268,19 +268,19 @@
var/bodypart = pick(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO,BP_GROIN,BP_HEAD)
if(breath.temperature >= breath_heat_level_1)
if(breath.temperature < breath_heat_level_2)
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Heat")
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, bodypart)
else if(breath.temperature < breath_heat_level_3)
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Heat")
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, bodypart)
else
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Heat")
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, bodypart)
else if(breath.temperature <= breath_cold_level_1)
if(breath.temperature > breath_cold_level_2)
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Cold")
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, bodypart)
else if(breath.temperature > breath_cold_level_3)
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Cold")
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, bodypart)
else
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Cold")
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, bodypart)
//breathing in hot/cold air also heats/cools you a bit
@@ -507,7 +507,7 @@
for(var/K in damageable)
if(!(K in covered))
H.apply_damage(light_amount/4, BURN, K, 0, 0, "Abnormal growths")
H.apply_damage(light_amount/4, BURN, K, 0, 0)
/datum/species/diona
name = SPECIES_DIONA
+4 -4
View File
@@ -8,7 +8,7 @@
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null, var/projectile = 0)
/mob/living/proc/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null, var/projectile = 0)
if(Debug2)
to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
if(!damage || (blocked >= 100))
@@ -77,8 +77,8 @@
damage = 0
adjustFireLoss(damage * blocked)
if(SEARING)
apply_damage(round(damage / 3), BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
apply_damage(round(damage / 3 * 2), BRUTE, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
apply_damage(round(damage / 3), BURN, def_zone, initial_blocked, soaked, sharp, edge, used_weapon)
apply_damage(round(damage / 3 * 2), BRUTE, def_zone, initial_blocked, soaked, sharp, edge, used_weapon)
if(TOX)
adjustToxLoss(damage * blocked)
if(OXY)
@@ -91,7 +91,7 @@
electrocute_act(damage, used_weapon, 1.0, def_zone)
if(BIOACID)
if(isSynthetic())
apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn.
apply_damage(damage, BURN, def_zone, initial_blocked, soaked, sharp, edge, used_weapon) // Handle it as normal burn.
else
adjustToxLoss(damage * blocked)
if(ELECTROMAG)
+2 -2
View File
@@ -122,12 +122,12 @@
if(P.taser_effect)
stun_effect_act(0, P.agony, def_zone, P)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge, projectile=TRUE)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, sharp=proj_sharp, edge=proj_edge, used_weapon=P, projectile=TRUE)
qdel(P)
return
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge, projectile=TRUE)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, sharp=proj_sharp, edge=proj_edge, used_weapon=P, projectile=TRUE)
P.on_hit(src, absorb, soaked, def_zone)
if(absorb == 100)
@@ -232,8 +232,7 @@
/mob/living/silicon/pai/verb/pick_eye_color()
set category = "Abilities.pAI Commands"
set name = "Pick Eye Color"
if(chassis in allows_eye_color)
else
if(!(chassis in allows_eye_color))
to_chat(src, span_warning("Your selected chassis eye color can not be modified. The color you pick will only apply to supporting chassis and your card screen."))
var/new_eye_color = tgui_color_picker(src, "Choose your character's eye color:", "Eye Color")
@@ -271,7 +270,6 @@
eye_layer = image('icons/mob/pai_vr64x32.dmi', "type13-eyes")
else if(holo_icon_dimension_X == 64 && holo_icon_dimension_Y == 64)
eye_layer = image('icons/mob/pai_vr64x64.dmi', "type13-eyes")
else
else if(chassis in allows_eye_color)
eye_layer = image(icon, "[icon_state]-eyes")
else return
@@ -462,7 +462,7 @@
/obj/item/dogborg/sleeper/proc/inject_chem(mob/user, chem)
if(patient && patient.reagents)
if(chem in injection_chems + REAGENT_ID_INAPROVALINE)
if(chem in (injection_chems + REAGENT_ID_INAPROVALINE))
if(hound.cell.charge < 800) //This is so borgs don't kill themselves with it.
to_chat(hound, span_notice("You don't have enough power to synthesize fluids."))
return
@@ -547,7 +547,7 @@
if(wood)
wood.add_charge(4000)
else if(istype(W,/obj/item/pipe))
// This allows drones and engiborgs to clear pipe assemblies from floors.
pass() // This allows drones and engiborgs to clear pipe assemblies from floors.
else
continue
@@ -56,11 +56,11 @@
L.visible_message(span_warning("\The [L] uselessly hits \the [src]!"))
L.do_attack_animation(src)
return
apply_damage(damage = real_damage, damagetype = hit_dam_type, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
apply_damage(damage = real_damage, damagetype = hit_dam_type, def_zone = null, blocked = armor, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = null)
L.visible_message(span_warning("\The [L] [pick(attack.attack_verb)] \the [src]!"))
L.do_attack_animation(src)
return //VOREStation EDIT END
apply_damage(damage = harm_intent_damage, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE) //VOREStation EDIT Somebody set this to burn instead of brute.
apply_damage(damage = harm_intent_damage, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = null) //VOREStation EDIT Somebody set this to burn instead of brute.
L.visible_message(span_warning("\The [L] [response_harm] \the [src]!"))
L.do_attack_animation(src)
@@ -145,7 +145,7 @@
if (3.0)
bombdam = 30
apply_damage(damage = bombdam, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
apply_damage(damage = bombdam, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = null)
if(bombdam > maxHealth)
gib()
@@ -194,7 +194,7 @@
if(shock_damage < 1)
return 0
apply_damage(damage = shock_damage, damagetype = BURN, def_zone = null, blocked = null, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
apply_damage(damage = shock_damage, damagetype = BURN, def_zone = null, blocked = null, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = null)
playsound(src, "sparks", 50, 1, -1)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
@@ -223,11 +223,11 @@
if(stun_amount)
stunDam += stun_amount * 0.5
apply_damage(damage = stunDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
apply_damage(damage = stunDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = used_weapon)
if(agony_amount)
agonyDam += agony_amount * 0.5
apply_damage(damage = agonyDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
apply_damage(damage = agonyDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, sharp = FALSE, edge = FALSE, used_weapon = used_weapon)
// Electromagnetism
@@ -814,7 +814,9 @@ GLOBAL_VAR_INIT(teppi_count, 0) // How mant teppi DO we have?
ai_holder.set_busy(FALSE)
/mob/living/simple_mob/vore/alienanimals/teppi/perform_the_nom(user, mob/living/prey, user, belly, delay)
/mob/living/simple_mob/vore/alienanimals/teppi/perform_the_nom(mob/living/user, mob/living/prey, mob/living/pred, obj/belly/belly, delay)
if(!pred)
pred = user
if(client)
return ..()
var/current_affinity = affinity[prey.real_name]
@@ -193,7 +193,7 @@
to_chat(H, span_alien("You are disoriented by \the [src]!"))
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
H.flash_eyes()
H.apply_damage(flash_strength * H.species.flash_burn/5, BURN, BP_HEAD, 0, 0, "Photon burns")
H.apply_damage(flash_strength * H.species.flash_burn/5, BURN, BP_HEAD, 0, 0)
else if(issilicon(L))
if(isrobot(L))
@@ -271,7 +271,7 @@
var/mob/living/L = A
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.apply_damage(damage_to_apply, BRUTE, BP_TORSO, 0, 0, "Animal claws")
H.apply_damage(damage_to_apply, BRUTE, BP_TORSO, 0, 0)
else
L.adjustBruteLoss(damage_to_apply)
@@ -160,6 +160,7 @@
if(prob(1))
winterize()
if("summer")
pass()
if("autumn")
vore_bump_chance = 20
if(prob(50))
+1 -1
View File
@@ -101,7 +101,7 @@
var/armor = target.run_armor_check(BP_HEAD, "melee")
var/soaked = target.get_armor_soak(BP_HEAD, "melee")
target.apply_damage(damage, BRUTE, BP_HEAD, armor, soaked)
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD), attacker.get_armor_soak(BP_HEAD), "melee")
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD), attacker.get_armor_soak(BP_HEAD))
if(!armor && target.headcheck(BP_HEAD) && prob(damage))
target.apply_effect(20, PARALYZE)
@@ -225,7 +225,7 @@
if(job_civilian_low & ASSISTANT)
previewJob = job_master.GetJob(JOB_ALT_VISITOR)
else if(client && ispAI(client.mob)) //VOREStation Edit! - pAIs shouldn't wear job gear~!
//Don't do anything!
pass() //Don't do anything!
else
for(var/datum/job/job in job_master.occupations)
var/job_flag