Replaces ex_act and emp_act numbers with defines

This commit is contained in:
CitadelStationBot
2017-07-13 17:46:41 -05:00
parent da324257fe
commit 55462ed7d1
38 changed files with 74 additions and 66 deletions
@@ -35,7 +35,7 @@
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/forced_disable(bad_effects)
var/affected = 0
for(var/obj/effect/clockwork/spatial_gateway/SG in loc)
SG.ex_act(1)
SG.ex_act(EXPLODE_DEVASTATE)
affected++
if(bad_effects)
affected += try_use_power(MIN_CLOCKCULT_POWER*4)
@@ -119,19 +119,19 @@
successfulprocess = TRUE
if(C.emped)
continue
C.emp_act(1)
C.emp_act(EMP_HEAVY)
else if(istype(A, /obj/item/device/radio))
var/obj/item/device/radio/O = A
successfulprocess = TRUE
if(O.emped || !O.on)
continue
O.emp_act(1)
O.emp_act(EMP_HEAVY)
else if((isliving(A) && !is_servant_of_ratvar(A)) || istype(A, /obj/structure/closet) || istype(A, /obj/item/weapon/storage)) //other things may have radios in them but we don't care
for(var/obj/item/device/radio/O in A.GetAllContents())
successfulprocess = TRUE
if(O.emped || !O.on)
continue
O.emp_act(1)
O.emp_act(EMP_HEAVY)
CHECK_TICK
+1 -1
View File
@@ -173,7 +173,7 @@
target.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = target
S.emp_act(1)
S.emp_act(EMP_HEAVY)
else if(iscarbon(target))
var/mob/living/carbon/C = target
C.silent += 5
@@ -434,7 +434,7 @@
new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
target.ex_act(3)
target.ex_act(EXPLODE_LIGHT)
/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(mob/living/target)
@@ -293,7 +293,7 @@
continue
to_chat(human, "<span class='revenwarning'>You feel [pick("your sense of direction flicker out", "a stabbing pain in your head", "your mind fill with static")].</span>")
new /obj/effect/temp_visual/revenant(human.loc)
human.emp_act(1)
human.emp_act(EMP_HEAVY)
for(var/obj/thing in T)
if(istype(thing, /obj/machinery/dominator) || istype(thing, /obj/machinery/power/apc) || istype(thing, /obj/machinery/power/smes)) //Doesn't work on dominators, SMES and APCs, to prevent kekkery
continue
@@ -303,12 +303,12 @@
thing.emag_act(null)
else
if(!istype(thing, /obj/machinery/clonepod)) //I hate everything but mostly the fact there's no better way to do this without just not affecting it at all
thing.emp_act(1)
thing.emp_act(EMP_HEAVY)
for(var/mob/living/silicon/robot/S in T) //Only works on cyborgs, not AI
playsound(S, 'sound/machines/warning-buzzer.ogg', 50, 1)
new /obj/effect/temp_visual/revenant(S.loc)
S.spark_system.start()
S.emp_act(1)
S.emp_act(EMP_HEAVY)
//Blight: Infects nearby humans and in general messes living stuff up.
/obj/effect/proc_holder/spell/aoe_turf/revenant/blight
+3 -3
View File
@@ -1210,7 +1210,7 @@
playsound(get_turf(src), I.usesound, 50, 1)
if(!do_after(user, 150*I.toolspeed, target = src))
to_chat(user, "<span class='warning'>You slip and [charge] detonates!</span>")
charge.ex_act(1)
charge.ex_act(EXPLODE_DEVASTATE)
user.Knockdown(60)
return
user.visible_message("<span class='notice'>[user] removes [charge] from [src].</span>", \
@@ -1295,7 +1295,7 @@
update_icon(AIRLOCK_OPENING)
visible_message("<span class='warning'>[src]'s panel is blown off in a spray of deadly shrapnel!</span>")
charge.loc = get_turf(src)
charge.ex_act(1)
charge.ex_act(EXPLODE_DEVASTATE)
detonated = 1
charge = null
for(var/mob/living/carbon/human/H in orange(2,src))
@@ -1361,7 +1361,7 @@
var/obj/structure/window/killthis = (locate(/obj/structure/window) in get_turf(src))
if(killthis)
killthis.ex_act(2)//Smashin windows
killthis.ex_act(EXPLODE_HEAVY)//Smashin windows
if(density)
return TRUE
+2 -2
View File
@@ -491,9 +491,9 @@ Class Procs:
if(prob(85) && explosive)
explosion(src.loc,1,2,4,flame_range = 2, adminlog = 0, smoke = 0)
else if(prob(50))
emp_act(2)
emp_act(EMP_LIGHT)
else
ex_act(2)
ex_act(EXPLODE_HEAVY)
/obj/machinery/Exited(atom/movable/AM, atom/newloc)
. = ..()
@@ -35,7 +35,7 @@
else
drill_mob(target, chassis.occupant)
else
target.ex_act(2)
target.ex_act(EXPLODE_HEAVY)
/turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
return
@@ -44,7 +44,7 @@
if(istype(drill, /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill))
if(drill.do_after_cooldown(src))//To slow down how fast mechs can drill through the station
drill.log_message("Drilled through [src]")
ex_act(3)
ex_act(EXPLODE_LIGHT)
else
drill.occupant_message("<span class='danger'>[src] is too durable to drill through.</span>")
+1 -1
View File
@@ -106,7 +106,7 @@
/obj/item/mecha_parts/mecha_tracking/proc/shock()
var/obj/mecha/M = in_mecha()
if(M)
M.emp_act(2)
M.emp_act(EMP_LIGHT)
qdel(src)
/obj/item/mecha_parts/mecha_tracking/proc/get_mecha_log()
+1 -1
View File
@@ -308,7 +308,7 @@
if(target && !target.stat)
O.throw_at(target, 7, 5)
else
O.ex_act(2)
O.ex_act(EXPLODE_HEAVY)
/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
for(var/t = -r, t < r, t++)
+4 -4
View File
@@ -20,12 +20,12 @@
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(1)
T.emp_act(EMP_HEAVY)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(1)
T.emp_act(EMP_HEAVY)
else
T.emp_act(2)
T.emp_act(EMP_LIGHT)
else if(distance <= light_range)
T.emp_act(2)
T.emp_act(EMP_LIGHT)
return 1
@@ -218,7 +218,7 @@
var/list/cameras = flatten_list(bugged_cameras)
var/obj/machinery/camera/C = locate(href_list["emp"]) in cameras
if(C && istype(C) && C.bug == src)
C.emp_act(1)
C.emp_act(EMP_HEAVY)
C.bug = null
bugged_cameras -= C.c_tag
interact()
@@ -20,10 +20,10 @@
qdel(src)
if(2)
if(prob(50))
ex_act(1)
ex_act(EXPLODE_DEVASTATE)
if(3)
if(prob(25))
ex_act(1)
ex_act(EXPLODE_DEVASTATE)
/obj/item/device/doorCharge/Destroy()
if(istype(loc, /obj/machinery/door/airlock))
@@ -381,7 +381,7 @@
else
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
A.emp_act(EMP_HEAVY)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
@@ -119,7 +119,7 @@
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
if(prob(effectchance * diode.rating))
C.emp_act(1)
C.emp_act(EMP_HEAVY)
outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
add_logs(user, C, "EMPed", src)
else
+1 -1
View File
@@ -495,7 +495,7 @@
if(homerun_ready)
user.visible_message("<span class='userdanger'>It's a home run!</span>")
target.throw_at(throw_target, rand(8,10), 14, user)
target.ex_act(2)
target.ex_act(EXPLODE_HEAVY)
playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, 1)
homerun_ready = 0
return
+1 -1
View File
@@ -142,7 +142,7 @@
return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
/obj/singularity_act()
ex_act(1)
ex_act(EXPLODE_DEVASTATE)
if(src && !QDELETED(src))
qdel(src)
return 2