diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm
index 7f4777e300..866041d883 100644
--- a/code/modules/power/supermatter/supermatter.dm
+++ b/code/modules/power/supermatter/supermatter.dm
@@ -53,8 +53,8 @@
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter_shard"
- density = 1
- anchored = 0
+ density = TRUE
+ anchored = FALSE
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -74,7 +74,7 @@
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 900
- var/emergency_issued = 0
+ var/emergency_issued = FALSE
var/explosion_power = 12
var/temp_factor = 30
@@ -116,12 +116,12 @@
var/common_channel = null
//for logging
- var/has_been_powered = 0
- var/has_reached_emergency = 0
+ var/has_been_powered = FALSE
+ var/has_reached_emergency = FALSE
// For making hugbox supermatter
- var/takes_damage = 1
- var/produces_gas = 1
+ var/takes_damage = TRUE
+ var/produces_gas = TRUE
var/obj/effect/countdown/supermatter/countdown
/obj/machinery/power/supermatter_shard/make_frozen_visual()
@@ -385,7 +385,7 @@
/obj/machinery/power/supermatter_shard/bullet_act(obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L)) // We don't run process() when we are in space
- return 0 // This stops people from being able to really power up the supermatter
+ return FALSE // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
if(!istype(Proj.firer, /obj/machinery/power/emitter))
investigate_log("has been hit by [Proj] fired by [Proj.firer]", "supermatter")
@@ -394,10 +394,10 @@
if(!has_been_powered)
investigate_log("has been powered for the first time.", "supermatter")
message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
- has_been_powered = 1
+ has_been_powered = TRUE
else if(takes_damage)
damage += Proj.damage * config_bullet_energy
- return 0
+ return FALSE
/obj/machinery/power/supermatter_shard/singularity_act()
var/gain = 100
@@ -409,7 +409,7 @@
M << 'sound/effects/supermatter.ogg' //everyone goan know bout this
to_chat(M, "A horrible screeching fills your ears, and a wave of dread washes over you...")
qdel(src)
- return(gain)
+ return gain
/obj/machinery/power/supermatter_shard/blob_act(obj/structure/blob/B)
if(B && !isspaceturf(loc)) //does nothing in space
@@ -450,7 +450,7 @@
user.visible_message("\The [user] reaches out and touches \the [src], inducing a resonance... [user.p_their()] body starts to glow and bursts into flames before flashing into ash.",\
"You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"",\
"You hear an unearthly noise as a wave of heat washes over you.")
-
+ investigate_log("has been attacked (hand) by [user]", "supermatter")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(user)
@@ -464,11 +464,11 @@
if(!istype(W) || (W.flags & ABSTRACT) || !istype(user))
return
if(user.drop_item(W))
- Consume(W)
user.visible_message("As [user] touches \the [src] with \a [W], silence fills the room...",\
"You touch \the [src] with \the [W], and everything suddenly goes silent.\n\The [W] flashes into dust as you flinch away from \the [src].",\
"Everything suddenly goes silent.")
-
+ investigate_log("has been attacked ([W]) by [user]", "supermatter")
+ Consume(W)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
radiation_pulse(get_turf(src), 1, 1, 150, 1)
@@ -517,15 +517,15 @@
// When you wanna make a supermatter shard for the dramatic effect, but
// don't want it exploding suddenly
/obj/machinery/power/supermatter_shard/hugbox
- takes_damage = 0
- produces_gas = 0
+ takes_damage = FALSE
+ produces_gas = FALSE
/obj/machinery/power/supermatter_shard/crystal
name = "supermatter crystal"
desc = "A strangely translucent and iridescent crystal."
base_icon_state = "darkmatter"
icon_state = "darkmatter"
- anchored = 1
+ anchored = TRUE
gasefficency = 0.15
explosion_power = 35