Made some object lists less terrible to read

This commit is contained in:
CitadelStationBot
2017-07-18 09:44:43 -05:00
parent c294d781b6
commit a72962c300
236 changed files with 733 additions and 629 deletions
@@ -299,13 +299,13 @@
return
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
if(istype(src,/obj/item/weapon/storage/firstaid/fire))
if(istype(src, /obj/item/weapon/storage/firstaid/fire))
A.skin = "ointment"
else if(istype(src,/obj/item/weapon/storage/firstaid/toxin))
else if(istype(src, /obj/item/weapon/storage/firstaid/toxin))
A.skin = "tox"
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
else if(istype(src, /obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src,/obj/item/weapon/storage/firstaid/brute))
else if(istype(src, /obj/item/weapon/storage/firstaid/brute))
A.skin = "brute"
qdel(S)
@@ -201,7 +201,7 @@ Auto Patrol[]"},
set_weapon()
/mob/living/simple_animal/bot/ed209/bullet_act(obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/laser)||istype(Proj,/obj/item/projectile/bullet))
if(istype(Proj , /obj/item/projectile/beam/laser)||istype(Proj, /obj/item/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < src.health)
retaliate(Proj.firer)
@@ -83,7 +83,7 @@
..()
if(open)
on = FALSE
else if(istype(I,/obj/item/weapon/stock_parts/cell) && open && !cell)
else if(istype(I, /obj/item/weapon/stock_parts/cell) && open && !cell)
if(!user.drop_item())
return
var/obj/item/weapon/stock_parts/cell/C = I
@@ -343,7 +343,7 @@
return
var/obj/structure/closet/crate/CRATE
if(istype(AM,/obj/structure/closet/crate))
if(istype(AM, /obj/structure/closet/crate))
CRATE = AM
else
if(!wires.is_cut(WIRE_LOADCHECK))
@@ -191,7 +191,7 @@ Auto Patrol: []"},
icon_state = "secbot[on]"
/mob/living/simple_animal/bot/secbot/bullet_act(obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
if(istype(Proj , /obj/item/projectile/beam)||istype(Proj, /obj/item/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < src.health)
retaliate(Proj.firer)