Made some object lists less terrible to read
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@@ -238,7 +238,7 @@
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materials = list(MAT_METAL=100)
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/obj/item/device/am_shielding_container/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
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if(istype(I, /obj/item/device/multitool) && istype(src.loc, /turf))
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new/obj/machinery/am_shielding(src.loc)
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qdel(src)
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else
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@@ -301,7 +301,7 @@ By design, d1 is the smallest direction and d2 is the highest
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//first let's add turf cables to our powernet
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//then we'll connect machines on turf with a node cable is present
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for(var/AM in loc)
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if(istype(AM,/obj/structure/cable))
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if(istype(AM, /obj/structure/cable))
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var/obj/structure/cable/C = AM
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if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction
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if(C.powernet == powernet)
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@@ -311,7 +311,7 @@ By design, d1 is the smallest direction and d2 is the highest
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else
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powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet
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else if(istype(AM,/obj/machinery/power/apc))
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else if(istype(AM, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/N = AM
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if(!N.terminal)
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continue // APC are connected through their terminal
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@@ -321,7 +321,7 @@ By design, d1 is the smallest direction and d2 is the highest
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to_connect += N.terminal //we'll connect the machines after all cables are merged
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else if(istype(AM,/obj/machinery/power)) //other power machines
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else if(istype(AM, /obj/machinery/power)) //other power machines
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var/obj/machinery/power/M = AM
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if(M.powernet == powernet)
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+11
-11
@@ -194,7 +194,7 @@
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if(AM == source)
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continue //we don't want to return source
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if(!cable_only && istype(AM,/obj/machinery/power))
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if(!cable_only && istype(AM, /obj/machinery/power))
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var/obj/machinery/power/P = AM
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if(P.powernet == 0)
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continue // exclude APCs which have powernet=0
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@@ -203,7 +203,7 @@
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if(d == 0)
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. += P
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else if(istype(AM,/obj/structure/cable))
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else if(istype(AM, /obj/structure/cable))
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var/obj/structure/cable/C = AM
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if(!unmarked || !C.powernet)
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@@ -228,13 +228,13 @@
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P = worklist[index] //get the next power object found
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index++
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if( istype(P,/obj/structure/cable))
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if( istype(P, /obj/structure/cable))
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var/obj/structure/cable/C = P
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if(C.powernet != PN) //add it to the powernet, if it isn't already there
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PN.add_cable(C)
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worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
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else if(P.anchored && istype(P,/obj/machinery/power))
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else if(P.anchored && istype(P, /obj/machinery/power))
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var/obj/machinery/power/M = P
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found_machines |= M //we wait until the powernet is fully propagates to connect the machines
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@@ -279,7 +279,7 @@
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//dist_check - set to only shock mobs within 1 of source (vendors, airlocks, etc.)
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//No animations will be performed by this proc.
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/proc/electrocute_mob(mob/living/carbon/M, power_source, obj/source, siemens_coeff = 1, dist_check = FALSE)
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if(istype(M.loc,/obj/mecha))
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if(istype(M.loc, /obj/mecha))
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return 0 //feckin mechs are dumb
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if(dist_check)
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if(!in_range(source,M))
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@@ -292,21 +292,21 @@
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return 0 //to avoid spamming with insulated glvoes on
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var/area/source_area
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if(istype(power_source,/area))
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if(istype(power_source, /area))
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source_area = power_source
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power_source = source_area.get_apc()
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if(istype(power_source,/obj/structure/cable))
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if(istype(power_source, /obj/structure/cable))
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var/obj/structure/cable/Cable = power_source
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power_source = Cable.powernet
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var/datum/powernet/PN
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var/obj/item/weapon/stock_parts/cell/cell
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if(istype(power_source,/datum/powernet))
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if(istype(power_source, /datum/powernet))
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PN = power_source
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else if(istype(power_source,/obj/item/weapon/stock_parts/cell))
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else if(istype(power_source, /obj/item/weapon/stock_parts/cell))
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cell = power_source
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else if(istype(power_source,/obj/machinery/power/apc))
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else if(istype(power_source, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/apc = power_source
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cell = apc.cell
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if (apc.terminal)
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@@ -338,7 +338,7 @@
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if (source_area)
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source_area.use_power(drained_energy/GLOB.CELLRATE)
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else if (istype(power_source,/datum/powernet))
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else if (istype(power_source, /datum/powernet))
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var/drained_power = drained_energy/GLOB.CELLRATE //convert from "joules" to "watts"
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PN.load+=drained_power
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else if (istype(power_source, /obj/item/weapon/stock_parts/cell))
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@@ -169,24 +169,24 @@
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connected_parts.Cut()
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T = get_step(T,rdir)
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if(!check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
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if(!check_part(T, /obj/structure/particle_accelerator/fuel_chamber))
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return 0
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T = get_step(T,odir)
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if(!check_part(T,/obj/structure/particle_accelerator/end_cap))
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if(!check_part(T, /obj/structure/particle_accelerator/end_cap))
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return 0
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T = get_step(T,dir)
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T = get_step(T,dir)
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if(!check_part(T,/obj/structure/particle_accelerator/power_box))
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if(!check_part(T, /obj/structure/particle_accelerator/power_box))
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return 0
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T = get_step(T,dir)
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if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
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if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/center))
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return 0
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T = get_step(T,ldir)
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if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
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if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/left))
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return 0
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T = get_step(T,rdir)
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T = get_step(T,rdir)
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if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
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if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/right))
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return 0
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assembled = 1
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