Merge pull request #3225 from Citadel-Station-13/upstream-merge-31413
[MIRROR] Removes useless commented-out what-if code from the 1970s
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@@ -93,7 +93,6 @@
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#define BANTYPE_ADMIN_TEMP 8
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#define BANTYPE_ANY_JOB 9 //used to remove jobbans
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//Please don't edit these values without speaking to Errorage first ~Carn
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//Admin Permissions
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#define R_BUILDMODE 1
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#define R_ADMIN 2
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@@ -113,7 +112,7 @@
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#error Remove the flag below , its been long enough
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#endif
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//legacy , remove post 512, it was replaced by R_POLL
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#define R_REJUVINATE 2
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#define R_REJUVINATE 2
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#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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@@ -118,8 +118,8 @@
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#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
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#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
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#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define MAX_HIGH_PRESSURE_DAMAGE 4
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#define LOW_PRESSURE_DAMAGE 2 //The amount of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define COLD_SLOWDOWN_FACTOR 20 //Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
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@@ -7,13 +7,6 @@ GLOBAL_LIST_INIT(cardinals, list(NORTH, SOUTH, EAST, WEST))
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GLOBAL_LIST_INIT(alldirs, list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
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GLOBAL_LIST_INIT(diagonals, list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
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//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
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//(Exceptions: extended, sandbox and nuke) -Errorage
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//Was list("3" = 30, "4" = 70).
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//Spacing should be a reliable method of getting rid of a body -- Urist.
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//Go away Urist, I'm restoring this to the longer list. ~Errorage
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GLOBAL_LIST_INIT(accessable_z_levels, list(1,3,4,5,6,7)) //Keep this to six maps, repeating z-levels is ok if needed
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GLOBAL_LIST_INIT(station_z_levels, list(ZLEVEL_STATION_PRIMARY))
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GLOBAL_LIST(global_map)
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@@ -36,8 +36,6 @@
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if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New()
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GLOB._preloader.load(src)
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//. = ..() //uncomment if you are dumb enough to add a /datum/New() proc
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var/do_initialize = SSatoms.initialized
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if(do_initialize > INITIALIZATION_INSSATOMS)
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args[1] = do_initialize == INITIALIZATION_INNEW_MAPLOAD
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@@ -143,27 +143,6 @@
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if(CONSOLE)
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CONSOLE.updateUsrDialog()
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//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
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//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
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//Even in the dark year of 2016, where /tg/ is dead, Urist still hasn't finished this -Bawhoppennn
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/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium >= 2 && ore_diamond >= 1)
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ore_uranium -= 2
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ore_diamond -= 1
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generate_mineral(/obj/item/stack/sheet/mineral/adamantine)
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else
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on = FALSE
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver >= 1 && ore_plasma >= 3)
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ore_silver -= 1
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ore_plasma -= 3
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generate_mineral(/obj/item/stack/sheet/mineral/mythril)
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else
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on = FALSE
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continue*/
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/obj/machinery/mineral/processing_unit/proc/smelt_ore()
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GET_COMPONENT(materials, /datum/component/material_container)
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var/datum/material/mat = materials.materials[selected_material]
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@@ -221,4 +200,4 @@
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materials.retrieve_all()
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..()
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#undef SMELT_AMOUNT
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#undef SMELT_AMOUNT
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@@ -246,7 +246,7 @@
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if(DIGITIGRADE in species_traits)
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C.Digitigrade_Leg_Swap(FALSE)
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regenerate_organs(C,old_species)
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regenerate_organs(C,old_species)
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if(exotic_bloodtype && C.dna.blood_type != exotic_bloodtype)
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C.dna.blood_type = exotic_bloodtype
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@@ -1632,9 +1632,6 @@
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else
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H.clear_alert("temp")
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// Account for massive pressure differences. Done by Polymorph
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// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
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var/pressure = environment.return_pressure()
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var/adjusted_pressure = H.calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
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switch(adjusted_pressure)
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@@ -55,14 +55,6 @@ Borg Hypospray
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//update_icon()
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return 1
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// Purely for testing purposes I swear~ //don't lie to me
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/*
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/obj/item/reagent_containers/borghypo/verb/add_cyanide()
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set src in world
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add_reagent("cyanide")
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*/
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// Use this to add more chemicals for the borghypo to produce.
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/obj/item/reagent_containers/borghypo/proc/add_reagent(reagent)
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reagent_ids |= reagent
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@@ -124,19 +124,6 @@
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build_path = /obj/item/grenade/chem_grenade/pyro
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category = list("Weapons")
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/* // Currently commented out, because it has no worthwhile useage yet.
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/datum/design/cryo_grenade
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name = "Cryo Grenade"
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desc = "An advanced grenade that rapidly cools its contents upon detonation."
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id = "cryo_Grenade"
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req_tech = list("combat" = 3, "materials" = 3)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 2000, MAT_SILVER = 500)
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build_path = /obj/item/grenade/chem_grenade/cryo
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category = list("Weapons")
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*/
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/datum/design/adv_grenade
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name = "Advanced Release Grenade"
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desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
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