Fixed a bunch of linter warnings (#26360)

* Fixed a bunch of linter warnings

* Fix everything, maybe break something

* Fixed Time Stop not being cast by Arcane Golems

* Fixed arguments of remove_from_storage

* Fixed gun/afterattack arguments

* Fixed gun/Fire arguments

* Fixed arguments to candle/light and mob/emote

* Fixed arguments to simple_animal/revive, simple_animal/gib, robot/drop_item, mob/flash_eyes
This commit is contained in:
DamianX
2020-05-03 21:06:40 +02:00
committed by GitHub
parent bb985c490a
commit 5399c3b0f3
140 changed files with 279 additions and 318 deletions

View File

@@ -287,7 +287,6 @@
for(var/obj/item/weapon/reagent_containers/RC in component_parts)
reagent_total += RC.reagents.get_reagent_amount(M)
return round(reagent_total / get_resource_cost_w_coeff(being_built, M))
return 0
//The build_part_loop fires independently and will build stuff until the queue is over or when it is stopped.
/obj/machinery/r_n_d/fabricator/proc/build_part_loop()

View File

@@ -145,28 +145,28 @@
//Yes, an istype list. We don't have helpers for this, and this coder is not that sharp
if(istype(P, /obj/item/weapon/stock_parts/capacitor))
for(var/obj/item/weapon/stock_parts/capacitor/R in src.contents)
if(R.rating > P.rating && P in M.component_parts) //Kind of a hack, but makes sure we don't replace components that already were
if(R.rating > P.rating && (P in M.component_parts)) //Kind of a hack, but makes sure we don't replace components that already were
sleep(5) //Half a second per component
perform_indiv_replace(P, R, M)
//Do not break in case we find even better
if(istype(P, /obj/item/weapon/stock_parts/scanning_module))
for(var/obj/item/weapon/stock_parts/scanning_module/R in src.contents)
if(R.rating > P.rating && P in M.component_parts)
if(R.rating > P.rating && (P in M.component_parts))
sleep(5) //Half a second per component
perform_indiv_replace(P, R, M)
if(istype(P, /obj/item/weapon/stock_parts/manipulator))
for(var/obj/item/weapon/stock_parts/manipulator/R in src.contents)
if(R.rating > P.rating && P in M.component_parts)
if(R.rating > P.rating && (P in M.component_parts))
sleep(5) //Half a second per component
perform_indiv_replace(P, R, M)
if(istype(P, /obj/item/weapon/stock_parts/micro_laser))
for(var/obj/item/weapon/stock_parts/micro_laser/R in src.contents)
if(R.rating > P.rating && P in M.component_parts)
if(R.rating > P.rating && (P in M.component_parts))
sleep(5) //Half a second per component
perform_indiv_replace(P, R, M)
if(istype(P, /obj/item/weapon/stock_parts/matter_bin))
for(var/obj/item/weapon/stock_parts/matter_bin/R in src.contents)
if(R.rating > P.rating && P in M.component_parts)
if(R.rating > P.rating && (P in M.component_parts))
sleep(5) //Half a second per component
perform_indiv_replace(P, R, M)
//Good thing there's only a few stock parts types

View File

@@ -492,7 +492,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
to_chat(usr, "Unauthorized Access.")
return
var/obj/item/weapon/reagent_containers/RC = locate(href_list["beakerI"])
if(RC && RC in linked_imprinter.component_parts)
if(RC && (RC in linked_imprinter.component_parts))
RC.reagents.del_reagent(href_list["disposeI"])
linked_imprinter.update_buffer_size()

View File

@@ -17,7 +17,7 @@
if(H.dna && H.dna.mutantrace == "shadow")
continue
var/datum/organ/external/head/head = H.get_organ(LIMB_HEAD)
if(!head || head.status & ORGAN_DESTROYED || M_NOCLONE in H.mutations || !H.has_brain())
if(!head || head.status & ORGAN_DESTROYED || (M_NOCLONE in H.mutations) || !H.has_brain())
continue
if(H.isDead())
targets += H