mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
The last batch of linter fixes (#27039)
* Added arguments to all gib() implementations * Fixed ai/login.dm * add arguments to remaining gib() impls * i forgot this motherfucker's gib() arguments * added type hint to global_runesets * fixed weird for loop * fixed blisterol not doing anything * added a bunch of type hints * wipe from the face of the earth the fuckery with the buckle verbs * added type hints to the cmc * Fixed arguments to apply_damage
This commit is contained in:
@@ -475,10 +475,10 @@ datum/gas_mixture/proc/calculate_firelevel(var/turf/T)
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//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
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apply_damage(2.5*mx*head_exposure, BURN, LIMB_HEAD, 0, 0, "Fire")
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apply_damage(2.5*mx*chest_exposure, BURN, LIMB_CHEST, 0, 0, "Fire")
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apply_damage(2.0*mx*groin_exposure, BURN, LIMB_GROIN, 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, LIMB_LEFT_LEG, 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, LIMB_RIGHT_LEG, 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, LIMB_LEFT_ARM, 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, LIMB_RIGHT_ARM, 0, 0, "Fire")
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apply_damage(2.5*mx*head_exposure, BURN, LIMB_HEAD, 0, 0, used_weapon = "Fire")
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apply_damage(2.5*mx*chest_exposure, BURN, LIMB_CHEST, 0, 0, used_weapon ="Fire")
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apply_damage(2.0*mx*groin_exposure, BURN, LIMB_GROIN, 0, 0, used_weapon ="Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, LIMB_LEFT_LEG, 0, 0, used_weapon = "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, LIMB_RIGHT_LEG, 0, 0, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, LIMB_LEFT_ARM, 0, 0, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, LIMB_RIGHT_ARM, 0, 0, used_weapon = "Fire")
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@@ -1,5 +1,5 @@
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var/runesets_initialized = 0
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var/list/global_runesets = list()
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var/list/datum/runeset/global_runesets = list()
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/datum/runeset //Abstract base class
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var/identifier //Key mapped to this runeset in runesets. Also used to sync runewords and runesets
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@@ -78,8 +78,8 @@
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H=M
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H.apply_damage(3, BURN, LIMB_LEFT_LEG, 0, 0, "Slag")
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H.apply_damage(3, BURN, LIMB_RIGHT_LEG, 0, 0, "Slag")
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H.apply_damage(3, BURN, LIMB_LEFT_LEG, 0, 0, used_weapon = "Slag")
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H.apply_damage(3, BURN, LIMB_RIGHT_LEG, 0, 0, used_weapon = "Slag")
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else if(istype(M,/mob/living))
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var/mob/living/L=M
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L.apply_damage(125, BURN)
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@@ -10,12 +10,12 @@
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sheet_type = /obj/item/stack/sheet/metal
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sheet_amt = 1
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var/mob_lock_type = /datum/locking_category/buckle/bed
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var/buckle_range = 0 // The distance a spessman needs to be within in order
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// to be able to use the buckle_in_out verb
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/obj/structure/bed/New()
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..()
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if(material_type)
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sheet_type = material_type.sheettype
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verbs -= /obj/structure/bed/verb/buckle_out
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/obj/structure/bed/cultify()
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var/obj/structure/bed/chair/wood/wings/I = new /obj/structure/bed/chair/wood/wings(loc)
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@@ -51,17 +51,19 @@
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/obj/structure/bed/AltClick(mob/user as mob)
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buckle_mob(user, user)
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/obj/structure/bed/verb/buckle_in()
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set name = "Buckle In"
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/obj/structure/bed/verb/buckle_in_out()
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set name = "Buckle In/Out"
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set category = "Object"
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set src in range(0)
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buckle_mob(usr, usr)
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set src in range(1)
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/obj/structure/bed/verb/buckle_out()
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set name = "Buckle Out"
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set category = "Object"
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set src in range(0)
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var/list/locked_mobs = get_locked(mob_lock_type)
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if(usr in locked_mobs)
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manual_unbuckle(usr)
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else
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if(get_dist(usr, src) > buckle_range)
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to_chat(usr, "<span class='warning'>You're too far away.</span>")
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return
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buckle_mob(usr, usr)
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/obj/structure/bed/proc/manual_unbuckle(var/mob/user)
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if(user.isStunned())
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@@ -97,8 +99,6 @@
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"You hear metal clanking.")
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playsound(src, 'sound/misc/buckle_unclick.ogg', 50, 1)
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M.clear_alert(SCREEN_ALARM_BUCKLE)
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verbs += /obj/structure/bed/verb/buckle_in
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verbs -= /obj/structure/bed/verb/buckle_out
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return TRUE
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/obj/structure/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
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@@ -144,8 +144,6 @@
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lock_atom(M, mob_lock_type)
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M.throw_alert(SCREEN_ALARM_BUCKLE, /obj/abstract/screen/alert/object/buckled, new_master = src)
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verbs -= /obj/structure/bed/verb/buckle_in
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verbs += /obj/structure/bed/verb/buckle_out
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if(M.pulledby)
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M.pulledby.start_pulling(src)
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@@ -360,7 +360,7 @@
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if(!ishigherbeing(user) || !Adjacent(user) || user.incapacitated() || user.lying) // Doesn't work if you're not dragging yourself, not a human, not in range or incapacitated
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return
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var/mob/living/carbon/M = user
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M.apply_damage(2, BRUTE, LIMB_HEAD, used_weapon = "[src]")
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M.apply_damage(2, BRUTE, LIMB_HEAD, used_weapon = name)
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M.adjustBrainLoss(5)
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M.Knockdown(1)
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M.Stun(1)
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@@ -22,7 +22,7 @@
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anchored = 1
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density = 1
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noghostspin = 1 //You guys are no fun
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buckle_range = 1
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var/empstun = 0
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var/health = 100
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var/max_health = 100
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@@ -82,8 +82,6 @@
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make_offsets()
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if(headlights)
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new /datum/action/vehicle/toggle_headlights(src)
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verbs -= /obj/structure/bed/verb/buckle_in //idk how to do this properly
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verbs -= /obj/structure/bed/chair/vehicle/buckle_out
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/obj/structure/bed/chair/vehicle/Destroy()
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vehicle_list.Remove(src)
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@@ -231,13 +229,6 @@
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return 0
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return 1
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/obj/structure/bed/chair/vehicle/buckle_in()
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set src in range(1)
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buckle_mob(usr, usr)
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/obj/structure/bed/chair/vehicle/buckle_out()
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manual_unbuckle(usr)
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/obj/structure/bed/chair/vehicle/buckle_mob(mob/M, mob/user)
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if(!can_buckle(M,user))
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return
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@@ -255,16 +246,11 @@
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if (action.owner && action.owner != user)
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action.Remove(action.owner)
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action.Grant(user)
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verbs -= /obj/structure/bed/chair/vehicle/buckle_in
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verbs += /obj/structure/bed/chair/vehicle/buckle_out
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/obj/structure/bed/chair/vehicle/manual_unbuckle(user)
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..()
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for (var/datum/action/action in vehicle_actions)
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action.Remove(user)
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verbs += /obj/structure/bed/chair/vehicle/buckle_in
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verbs -= /obj/structure/bed/verb/buckle_in //here too
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verbs -= /obj/structure/bed/chair/vehicle/buckle_out
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/obj/structure/bed/chair/vehicle/handle_layer()
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if(dir == SOUTH)
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@@ -1646,7 +1646,7 @@
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return alert(usr, "The game has already started.", null, null, null, null)
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if(master_mode != "Dynamic Mode")
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return alert(usr, "The game mode has to be Dynamic Mode!", null, null, null, null)
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var/roundstart_rules = list()
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var/list/datum/dynamic_ruleset/roundstart/roundstart_rules = list()
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for (var/rule in subtypesof(/datum/dynamic_ruleset/roundstart))
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var/datum/dynamic_ruleset/roundstart/newrule = new rule()
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roundstart_rules[newrule.name] = newrule
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@@ -1687,7 +1687,7 @@
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return alert(usr, "The game must start first.", null, null, null, null)
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if(master_mode != "Dynamic Mode")
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return alert(usr, "The game mode has to be Dynamic Mode!", null, null, null, null)
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var/latejoin_rules = list()
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var/list/datum/dynamic_ruleset/latejoin/latejoin_rules = list()
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for (var/rule in subtypesof(/datum/dynamic_ruleset/latejoin))
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var/datum/dynamic_ruleset/latejoin/newrule = new rule()
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latejoin_rules[newrule.name] = newrule
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@@ -3588,7 +3588,7 @@
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lavaturfs += F
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spawn(0)
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for(var/i = i, i < length, i++) // 180 = 3 minutes
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for(var/i = 0, i < length, i++) // 180 = 3 minutes
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if(damage)
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for(var/mob/living/carbon/L in living_mob_list)
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if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
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@@ -1,4 +1,4 @@
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var/list/cmc_holomap_cache = list()
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var/list/obj/abstract/screen/interface/tooltip/CrewIcon/cmc_holomap_cache = list()
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#define ENTRY_SEE_X 1
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#define ENTRY_SEE_Y 2
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#define ENTRY_MOB 3
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@@ -35,11 +35,11 @@ Crew Monitor by Paul, based on the holomaps by Deity
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Holomap stuff
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*/
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//DONT touch, integral to the inner workings
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var/list/holomap_images = list() //list of lists of images for the people using the console
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var/list/list/holomap_images = list() //list of lists of images for the people using the console
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var/list/holomap_z = list() //list of _using selected z_levels
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var/list/holomap_tooltips = list() //list of lists of markers for the people using the console
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var/list/list/holomap_tooltips = list() //list of lists of markers for the people using the console
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var/list/freeze = list() //list of _using set freeze
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var/list/entries = list() //list of all crew, which has sensors >= 1
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var/list/list/entries = list() //list of all crew, which has sensors >= 1
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var/list/textview_updatequeued = list() //list of _using set textviewupdate setting
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var/list/holomap = list() //list of _using set holomap-enable setting
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var/list/jobs = list( //needed for formatting, stolen from the old cmc
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@@ -149,9 +149,11 @@ GENERAL PROCS
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deactivate(user)
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return
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if(!(holomap_z[uid] in (holomap_z_levels_mapped | holomap_z_levels_unmapped))) //catching some more unwanted behaviours
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if((holomap_z_levels_mapped | holomap_z_levels_unmapped).len > 0)
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holomap_z[uid] = (holomap_z_levels_mapped | holomap_z_levels_unmapped)[1]
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var/list/mapped_and_unmapped = holomap_z_levels_mapped | holomap_z_levels_unmapped
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if(!(holomap_z[uid] in mapped_and_unmapped)) //catching some more unwanted behaviours
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if(mapped_and_unmapped.len > 0)
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holomap_z[uid] = mapped_and_unmapped[1]
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else
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deactivate(user)
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@@ -1,6 +1,6 @@
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//This is the proc for gibbing a mob. Cannot gib ghosts.
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//added different sort of gibs and animations. N
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/mob/proc/gib()
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/mob/proc/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -1,4 +1,4 @@
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/mob/living/carbon/alien/gib()
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/mob/living/carbon/alien/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -16,7 +16,7 @@
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return ..(gibbed)
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/mob/living/carbon/brain/gib()
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/mob/living/carbon/brain/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -86,7 +86,7 @@
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playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
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user.delayNextMove(10) //no just holding the key for an instant gib
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/mob/living/carbon/gib()
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/mob/living/carbon/gib(animation = FALSE, meat = TRUE)
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dropBorers(1)
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if(stomach_contents && stomach_contents.len)
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drop_stomach_contents()
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@@ -1,4 +1,4 @@
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/mob/living/carbon/human/gib()
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/mob/living/carbon/human/gib(animation = FALSE, meat = TRUE)
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if(species)
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species.gib(src)
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return
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@@ -303,6 +303,7 @@ This function restores all organs.
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/mob/living/carbon/human/get_organ(var/zone)
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RETURN_TYPE(/datum/organ/external)
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if(!zone)
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zone = LIMB_CHEST
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if (zone in list( "eyes", "mouth" ))
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@@ -1,4 +1,4 @@
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/mob/living/carbon/monkey/gib()
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/mob/living/carbon/monkey/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -8,7 +8,7 @@
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null, ignore_events = 0)
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, sharp, edge, var/used_weapon = null, ignore_events = 0)
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if(!damage)
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return 0
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var/damage_done = (damage/100)*(100-blocked)
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@@ -11,7 +11,7 @@
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handle_symptom_on_death()
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..()
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/mob/living/gib()
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/mob/living/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -10,7 +10,8 @@
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if(ismalf(src))
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to_chat(src, "<b>These laws may be changed by other players, or by you being the traitor.</b>")
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for(var/obj/effect/rune/rune in global_runesets["blood_cult"].rune_list) //HOLY FUCK WHO THOUGHT LOOPING THROUGH THE WORLD WAS A GOOD IDEA
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var/datum/runeset/rune_set = global_runesets["blood_cult"]
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for(var/obj/effect/rune/rune in rune_set.rune_list) //HOLY FUCK WHO THOUGHT LOOPING THROUGH THE WORLD WAS A GOOD IDEA
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client.images += rune.blood_image
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regenerate_icons()
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@@ -1,4 +1,4 @@
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/mob/living/silicon/gib()
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/mob/living/silicon/gib(animation = FALSE, meat = TRUE)
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death(1)
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monkeyizing = 1
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canmove = 0
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@@ -1,4 +1,4 @@
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/mob/living/silicon/robot/gib()
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/mob/living/silicon/robot/gib(animation = FALSE, meat = TRUE)
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//robots don't die when gibbed. instead they drop their MMI'd brain
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disconnect_AI()
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monkeyizing = TRUE
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@@ -78,8 +78,8 @@
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W.time_inflicted = world.time
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/mob/living/carbon/human/var/list/organs = list()
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/mob/living/carbon/human/var/list/organs_by_name = list() //Map organ names to organs
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/mob/living/carbon/human/var/list/internal_organs_by_name = list() //So internal organs have less ickiness too
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/mob/living/carbon/human/var/list/datum/organ/external/organs_by_name = list() //Map organ names to organs
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/mob/living/carbon/human/var/list/datum/organ/internal/internal_organs_by_name = list() //So internal organs have less ickiness too
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/mob/living/carbon/human/var/list/grasp_organs = list()
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/mob/living/carbon/human/proc/can_use_hand(var/this_hand = active_hand)
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