Made some object lists less terrible to read
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@@ -74,7 +74,7 @@
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/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(isturf(target) || istype(target,/obj/structure/))
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if(isturf(target) || istype(target, /obj/structure/))
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target.ex_act(EXPLODE_HEAVY)
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/obj/item/projectile/beam/pulse/shot
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@@ -68,10 +68,7 @@
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damage = 0
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damage_type = OXY
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nodamage = 1
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var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
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/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
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/obj/structure/mineral_door/transparent/diamond)
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var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
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/obj/item/projectile/magic/door/on_hit(atom/target)
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. = ..()
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@@ -89,7 +86,7 @@
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D.Open()
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/obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D)
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if(istype(D,/obj/machinery/door/airlock))
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if(istype(D, /obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/A = D
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A.locked = FALSE
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D.open()
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