Changes some 1s and 0s to TRUE and FALSE (#1967)

This commit is contained in:
CitadelStationBot
2017-07-10 18:13:16 -05:00
committed by kevinz000
parent 1b70c06474
commit ff6bbbedf5
522 changed files with 1924 additions and 1917 deletions
+2 -2
View File
@@ -19,8 +19,8 @@
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) {Datum.isprocessing = 1;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = 0;Processor.processing -= Datum
#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) {Datum.isprocessing = TRUE;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = FALSE;Processor.processing -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
+1 -1
View File
@@ -51,7 +51,7 @@
/atom/var/bottom_left_corner
/atom/var/bottom_right_corner
/atom/var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
/atom/movable/var/can_be_unanchored = 0
/atom/movable/var/can_be_unanchored = FALSE
/turf/var/list/fixed_underlay = null
/proc/calculate_adjacencies(atom/A)
+1 -1
View File
@@ -42,7 +42,7 @@
.+=360
//Returns location. Returns null if no location was found.
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = FALSE, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
/*
Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
Random error in tile placement x, error in tile placement y, and block offset.
+1 -1
View File
@@ -194,7 +194,7 @@
var/allowwebclient = 0
var/webclientmembersonly = 0
var/sandbox_autoclose = 0 // close the sandbox panel after spawning an item, potentially reducing griff
var/sandbox_autoclose = FALSE // close the sandbox panel after spawning an item, potentially reducing griff
var/default_laws = 0 //Controls what laws the AI spawns with.
var/silicon_max_law_amount = 12
+2 -2
View File
@@ -18,7 +18,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
name = "Master"
// Are we processing (higher values increase the processing delay by n ticks)
var/processing = 1
var/processing = TRUE
// How many times have we ran
var/iteration = 0
@@ -97,7 +97,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/delay = 50 * ++Master.restart_count
Master.restart_timeout = world.time + delay
Master.restart_clear = world.time + (delay * 2)
Master.processing = 0 //stop ticking this one
Master.processing = FALSE //stop ticking this one
try
new/datum/controller/master()
catch
+1 -1
View File
@@ -45,7 +45,7 @@ SUBSYSTEM_DEF(machines)
else
processing -= thing
if (!QDELETED(thing))
thing.isprocessing = 0
thing.isprocessing = FALSE
if (MC_TICK_CHECK)
return
@@ -27,7 +27,7 @@ SUBSYSTEM_DEF(processing)
if (MC_TICK_CHECK)
return
/datum/var/isprocessing = 0
/datum/var/isprocessing = FALSE
/datum/proc/process()
set waitfor = 0
STOP_PROCESSING(SSobj, src)
+1 -1
View File
@@ -8,7 +8,7 @@
var/desc = null
var/obj/target = null
var/check_flags = 0
var/processing = 0
var/processing = FALSE
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/mob/actions.dmi'
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
+1 -1
View File
@@ -142,7 +142,7 @@
/obj/effect/ebeam
mouse_opacity = 0
anchored = 1
anchored = TRUE
var/datum/beam/owner
/obj/effect/ebeam/Destroy()
+2 -2
View File
@@ -31,7 +31,7 @@
var/list/properties = list()
var/list/symptoms = list() // The symptoms of the disease.
var/id = ""
var/processing = 0
var/processing = FALSE
// The order goes from easy to cure to hard to cure.
var/static/list/advance_cures = list(
@@ -76,7 +76,7 @@
if(symptoms && symptoms.len)
if(!processing)
processing = 1
processing = TRUE
for(var/datum/symptom/S in symptoms)
S.Start(src)
+1 -1
View File
@@ -198,7 +198,7 @@
return ..()
return UI_CLOSE
/datum/wires/ui_interact(mob/user, ui_key = "wires", datum/tgui/ui = null, force_open = 0, \
/datum/wires/ui_interact(mob/user, ui_key = "wires", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
+31 -31
View File
@@ -6,7 +6,7 @@
name = "NICE NAME" (not required but makes things really nice)
icon = 'ICON FILENAME' (defaults to 'icons/turf/areas.dmi')
icon_state = "NAME OF ICON" (defaults to "unknown" (blank))
requires_power = 0 (defaults to 1)
requires_power = FALSE (defaults to true)
music = null (defaults to nothing, look in sound/ambience for music)
NOTE: there are two lists of areas in the end of this file: centcom and station itself. Please maintain these lists valid. --rastaf0
@@ -21,7 +21,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/ai_monitored/turret_protected
/area/arrival
requires_power = 0
requires_power = FALSE
/area/arrival/start
name = "Arrival Area"
@@ -33,16 +33,16 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/space
icon_state = "space"
requires_power = 1
always_unpowered = 1
requires_power = TRUE
always_unpowered = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
power_light = 0
power_equip = 0
power_environ = 0
valid_territory = 0
outdoors = 1
power_light = FALSE
power_equip = FALSE
power_environ = FALSE
valid_territory = FALSE
outdoors = TRUE
ambientsounds = list('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg')
blob_allowed = 0 //Eating up space doesn't count for victory as a blob.
blob_allowed = FALSE //Eating up space doesn't count for victory as a blob.
/area/space/nearstation
icon_state = "space_near"
@@ -51,9 +51,9 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/start
name = "start area"
icon_state = "start"
requires_power = 0
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
has_gravity = 1
has_gravity = TRUE
//EXTRA
@@ -61,16 +61,16 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/asteroid
name = "Asteroid"
icon_state = "asteroid"
requires_power = 0
has_gravity = 1
blob_allowed = 0 //Nope, no winning on the asteroid as a blob. Gotta eat the station.
valid_territory = 0
requires_power = FALSE
has_gravity = TRUE
blob_allowed = FALSE //Nope, no winning on the asteroid as a blob. Gotta eat the station.
valid_territory = FALSE
/area/asteroid/cave
name = "Asteroid - Underground"
icon_state = "cave"
requires_power = 0
outdoors = 1
requires_power = FALSE
outdoors = TRUE
/area/asteroid/artifactroom
name = "Asteroid - Artifact"
@@ -83,12 +83,12 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/planet/clown
name = "Clown Planet"
icon_state = "honk"
requires_power = 0
requires_power = FALSE
/area/telesciareas
name = "Cosmic Anomaly"
icon_state = "telesci"
requires_power = 0
requires_power = FALSE
//STATION13
@@ -104,7 +104,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
'sound/voice/lowHiss2.ogg', //Xeno Breathing Hisses, Hahahaha I'm not even sorry.
'sound/voice/lowHiss3.ogg',
'sound/voice/lowHiss4.ogg')
valid_territory = 0
valid_territory = FALSE
//Departments
@@ -506,7 +506,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/crew_quarters/dorms
name = "Dormitories"
icon_state = "Sleep"
safe = 1
safe = TRUE
/area/crew_quarters/dorms/male
name = "Male Dorm"
@@ -692,9 +692,9 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
//Solars
/area/solar
requires_power = 0
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
valid_territory = 0
valid_territory = FALSE
blob_allowed = FALSE
flags = NONE
@@ -820,9 +820,9 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/assembly/assembly_line //Derelict Assembly Line
name = "Assembly Line"
icon_state = "ass_line"
power_equip = 0
power_light = 0
power_environ = 0
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
//Teleporter
@@ -1156,7 +1156,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "toxmisc"
/area/science/test_area
valid_territory = 0
valid_territory = FALSE
name = "Toxins Test Area"
icon_state = "toxtest"
@@ -1237,12 +1237,12 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/storage/atmos
name = "Atmospherics Storage"
icon_state = "atmos"
valid_territory = 0
valid_territory = FALSE
/area/storage/tcom
name = "Telecoms Storage"
icon_state = "green"
valid_territory = 0
valid_territory = FALSE
/area/storage/eva
name = "EVA Storage"
@@ -1265,7 +1265,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "auxstorage"
/area/storage/testroom
requires_power = 0
requires_power = FALSE
name = "Test Room"
icon_state = "storage"
+24 -24
View File
@@ -12,26 +12,26 @@
var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
var/valid_territory = 1 // If it's a valid territory for gangs to claim
var/blob_allowed = 1 // Does it count for blobs score? By default, all areas count.
var/valid_territory = TRUE // If it's a valid territory for gangs to claim
var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count.
var/eject = null
var/fire = null
var/atmos = 1
var/atmosalm = 0
var/poweralm = 1
var/atmos = TRUE
var/atmosalm = FALSE
var/poweralm = TRUE
var/party = null
var/lightswitch = 1
var/lightswitch = TRUE
var/requires_power = 1
var/always_unpowered = 0 // This gets overriden to 1 for space in area/Initialize().
var/requires_power = TRUE
var/always_unpowered = FALSE // This gets overriden to 1 for space in area/Initialize().
var/outdoors = 0 //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/power_equip = 1
var/power_light = 1
var/power_environ = 1
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
var/music = null
var/used_equip = 0
var/used_light = 0
@@ -40,10 +40,10 @@
var/static_light = 0
var/static_environ
var/has_gravity = 0
var/noteleport = 0 //Are you forbidden from teleporting to the area? (centcomm, mobs, wizard, hand teleporter)
var/has_gravity = FALSE
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcomm, mobs, wizard, hand teleporter)
var/hidden = FALSE //Hides area from player Teleport function.
var/safe = 0 //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/no_air = null
var/list/related // the other areas of the same type as this
@@ -108,9 +108,9 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(requires_power)
luminosity = 0
else
power_light = 1
power_equip = 1
power_environ = 1
power_light = TRUE
power_equip = TRUE
power_environ = TRUE
if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED)
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
@@ -463,10 +463,10 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/proc/setup(a_name)
name = a_name
power_equip = 0
power_light = 0
power_environ = 0
always_unpowered = 0
valid_territory = 0
blob_allowed = 0
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
always_unpowered = FALSE
valid_territory = FALSE
blob_allowed = FALSE
addSorted()
+23 -23
View File
@@ -3,7 +3,7 @@
/area/awaymission
name = "Strange Location"
icon_state = "away"
has_gravity = 1
has_gravity = TRUE
/area/awaymission/example
name = "Strange Station"
@@ -16,20 +16,20 @@
/area/awaymission/listeningpost
name = "Listening Post"
icon_state = "away"
requires_power = 0
requires_power = FALSE
/area/awaymission/beach
name = "Beach"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
requires_power = 0
has_gravity = 1
requires_power = FALSE
has_gravity = TRUE
ambientsounds = list('sound/ambience/shore.ogg', 'sound/ambience/seag1.ogg','sound/ambience/seag2.ogg','sound/ambience/seag2.ogg')
/area/awaymission/errorroom
name = "Super Secret Room"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
has_gravity = 1
has_gravity = TRUE
//Research Base Areas//--
@@ -41,7 +41,7 @@
/area/awaymission/research/interior
name = "Research Inside"
requires_power = 1
requires_power = TRUE
icon_state = "away2"
/area/awaymission/research/interior/cryo
@@ -106,12 +106,12 @@
/area/awaymission/challenge/main
name = "Danger Room"
icon_state = "away1"
requires_power = 0
requires_power = FALSE
/area/awaymission/challenge/end
name = "Administration"
icon_state = "away2"
requires_power = 0
requires_power = FALSE
//centcomAway areas
@@ -119,7 +119,7 @@
/area/awaymission/centcomAway
name = "XCC-P5831"
icon_state = "away"
requires_power = 0
requires_power = FALSE
/area/awaymission/centcomAway/general
name = "XCC-P5831"
@@ -155,13 +155,13 @@
/area/awaymission/snowforest
name = "Snow Forest"
icon_state = "away"
requires_power = 0
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/cabin
name = "Cabin"
icon_state = "away2"
requires_power = 1
requires_power = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowforest/lumbermill
@@ -178,17 +178,17 @@
/area/awaymission/BMPship/Aft
name = "Aft Block"
icon_state = "away1"
requires_power = 1
requires_power = TRUE
/area/awaymission/BMPship/Midship
name = "Midship Block"
icon_state = "away2"
requires_power = 1
requires_power = TRUE
/area/awaymission/BMPship/Fore
name = "Fore Block"
icon_state = "away3"
requires_power = 1
requires_power = TRUE
//Academy Areas
@@ -228,17 +228,17 @@
/area/awaymission/wwmines
name = "Wild West Mines"
icon_state = "away1"
requires_power = 0
requires_power = FALSE
/area/awaymission/wwgov
name = "Wild West Mansion"
icon_state = "away2"
requires_power = 0
requires_power = FALSE
/area/awaymission/wwrefine
name = "Wild West Refinery"
icon_state = "away3"
requires_power = 0
requires_power = FALSE
/area/awaymission/wwvault
name = "Wild West Vault"
@@ -247,7 +247,7 @@
/area/awaymission/wwvaultdoors
name = "Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
icon_state = "away2"
requires_power = 0
requires_power = FALSE
/*
@@ -280,7 +280,7 @@
/area/awaymission/spacebattle
name = "Space Battle"
icon_state = "away"
requires_power = 0
requires_power = FALSE
/area/awaymission/spacebattle/cruiser
name = "Nanotrasen Cruiser"
@@ -315,12 +315,12 @@
/area/awaymission/snowdin
name = "Snowdin Tundra Plains"
icon_state = "away"
requires_power = 0
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowdin/post
name = "Snowdin Outpost"
requires_power = 1
requires_power = TRUE
/area/awaymission/snowdin/igloo
name = "Snowdin Igloos"
@@ -333,7 +333,7 @@
/area/awaymission/snowdin/base
name = "Snowdin Main Base"
icon_state = "away3"
requires_power = 1
requires_power = TRUE
/area/awaymission/snowdin/dungeon1
name = "Snowdin Depths"
@@ -342,7 +342,7 @@
/area/awaymission/snowdin/sekret
name = "Snowdin Operations"
icon_state = "away3"
requires_power = 1
requires_power = TRUE
+18 -18
View File
@@ -5,10 +5,10 @@
name = "Centcom"
icon_state = "centcom"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = 0
has_gravity = 1
noteleport = 1
blob_allowed = 0 //Should go without saying, no blobs should take over centcom as a win condition.
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
blob_allowed = FALSE //Should go without saying, no blobs should take over centcom as a win condition.
flags = NONE
/area/centcom/control
@@ -35,8 +35,8 @@
name = "Thunderdome"
icon_state = "yellow"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = 0
has_gravity = 1
requires_power = FALSE
has_gravity = TRUE
flags = NONE
/area/tdome/arena
@@ -73,28 +73,28 @@
name = "Wizard's Den"
icon_state = "yellow"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = 0
has_gravity = 1
noteleport = 1
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
flags = NONE
//Abductors
/area/abductor_ship
name = "Abductor Ship"
icon_state = "yellow"
requires_power = 0
noteleport = 1
has_gravity = 1
requires_power = FALSE
noteleport = TRUE
has_gravity = TRUE
flags = NONE
//Syndicates
/area/syndicate_mothership
name = "Syndicate Mothership"
icon_state = "syndie-ship"
requires_power = 0
has_gravity = 1
noteleport = 1
blob_allowed = 0 //Not... entirely sure this will ever come up... but if the bus makes blobs AND ops, it shouldn't aim for the ops to win.
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
blob_allowed = FALSE //Not... entirely sure this will ever come up... but if the bus makes blobs AND ops, it shouldn't aim for the ops to win.
flags = NONE
/area/syndicate_mothership/control
@@ -113,8 +113,8 @@
/area/ctf
name = "Capture the Flag"
icon_state = "yellow"
requires_power = 0
has_gravity = 1
requires_power = FALSE
has_gravity = TRUE
flags = NO_DEATHRATTLE
/area/ctf/control_room
+4 -4
View File
@@ -3,7 +3,7 @@
/area/derelict
name = "Derelict Station"
icon_state = "storage"
blob_allowed = 0 //Nope, no winning on the derelict as a blob. Gotta eat the station.
blob_allowed = FALSE //Nope, no winning on the derelict as a blob. Gotta eat the station.
/area/derelict/hallway/primary
name = "Derelict Primary Hallway"
@@ -106,13 +106,13 @@
/area/djstation
name = "Ruskie DJ Station"
icon_state = "DJ"
has_gravity = 1
blob_allowed = 0 //Nope, no winning on the DJ station as a blob. Gotta eat the main station.
has_gravity = TRUE
blob_allowed = FALSE //Nope, no winning on the DJ station as a blob. Gotta eat the main station.
/area/djstation/solars
name = "DJ Station Solars"
icon_state = "DJ"
has_gravity = 1
has_gravity = TRUE
//ABANDONED TELEPORTER
+29 -29
View File
@@ -2,19 +2,19 @@
/area/mine
icon_state = "mining"
has_gravity = 1
has_gravity = TRUE
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
always_unpowered = 1
requires_power = 1
poweralm = 0
power_environ = 0
power_equip = 0
power_light = 0
outdoors = 1
always_unpowered = TRUE
requires_power = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
outdoors = TRUE
ambientsounds = list('sound/ambience/ambimine.ogg')
flags = NONE
@@ -22,13 +22,13 @@
name = "Mine"
icon_state = "unexplored"
music = null
always_unpowered = 1
requires_power = 1
poweralm = 0
power_environ = 0
power_equip = 0
power_light = 0
outdoors = 1
always_unpowered = TRUE
requires_power = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
outdoors = TRUE
ambientsounds = list('sound/ambience/ambimine.ogg')
flags = NONE
@@ -85,37 +85,37 @@
/area/lavaland
icon_state = "mining"
has_gravity = 1
has_gravity = TRUE
flags = NONE
/area/lavaland/surface
name = "Lavaland"
icon_state = "explored"
music = null
always_unpowered = 1
poweralm = 0
power_environ = 0
power_equip = 0
power_light = 0
requires_power = 1
always_unpowered = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
requires_power = TRUE
ambientsounds = list('sound/ambience/ambilava.ogg')
/area/lavaland/underground
name = "Lavaland Caves"
icon_state = "unexplored"
music = null
always_unpowered = 1
requires_power = 1
poweralm = 0
power_environ = 0
power_equip = 0
power_light = 0
always_unpowered = TRUE
requires_power = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
ambientsounds = list('sound/ambience/ambilava.ogg')
/area/lavaland/surface/outdoors
name = "Lavaland Wastes"
outdoors = 1
outdoors = TRUE
/area/lavaland/surface/outdoors/unexplored //monsters and ruins spawn here
icon_state = "unexplored"
+3 -3
View File
@@ -4,7 +4,7 @@
name = "Hell Lobby"
//icon = "ICON FILENAME"
//icon_state = "NAME OF ICON"
requires_power = 0
requires_power = FALSE
/area/hell/trial1
name = "Hell Trial1"
@@ -52,7 +52,7 @@
/area/prison/arrival_airlock
name = "Prison Station Airlock"
icon_state = "green"
requires_power = 0
requires_power = FALSE
/area/prison/control
name = "Prison Security Checkpoint"
@@ -102,7 +102,7 @@
/area/prison/solar
name = "Prison Solar Array"
icon_state = "storage"
requires_power = 0
requires_power = FALSE
/area/prison/podbay
name = "Prison Podbay"
+20 -20
View File
@@ -3,19 +3,19 @@
/area/ruin
name = "\improper Unexplored Location"
icon_state = "away"
has_gravity = 1
has_gravity = TRUE
hidden = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/ruin/unpowered
always_unpowered = 0
always_unpowered = FALSE
/area/ruin/unpowered/no_grav
has_gravity = 0
has_gravity = FALSE
/area/ruin/powered
requires_power = 0
requires_power = FALSE
@@ -127,7 +127,7 @@
/area/ruin/hotel/shuttle
name = "Hotel Shuttle"
icon_state = "shuttle"
requires_power = 0
requires_power = FALSE
/area/ruin/hotel/dock
name = "Hotel Shuttle Dock"
@@ -141,17 +141,17 @@
/area/ruin/fakespace
icon_state = "space"
requires_power = 1
always_unpowered = 1
requires_power = TRUE
always_unpowered = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
has_gravity = 0
power_light = 0
power_equip = 0
power_environ = 0
valid_territory = 0
outdoors = 1
has_gravity = FALSE
power_light = FALSE
power_equip = FALSE
power_environ = FALSE
valid_territory = FALSE
outdoors = TRUE
ambientsounds = list('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg')
blob_allowed = 0
blob_allowed = FALSE
@@ -200,7 +200,7 @@
/area/ruin/oldteleporter
name = "Old teleporter"
icon_state = "teleporter"
has_gravity = 0
has_gravity = FALSE
//Ruin of mech transport
@@ -266,11 +266,11 @@
/area/ruin/xenonest
name = "The Hive"
always_unpowered = 1
power_environ = 0
power_equip = 0
power_light = 0
poweralm = 0
always_unpowered = TRUE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
poweralm = FALSE
//ash walker nest
/area/ruin/unpowered/ash_walkers
+4 -4
View File
@@ -3,11 +3,11 @@
/area/shuttle
name = "Shuttle"
requires_power = 0
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
has_gravity = 1
always_unpowered = 0
valid_territory = 0
has_gravity = TRUE
always_unpowered = FALSE
valid_territory = FALSE
icon_state = "shuttle"
/area/shuttle/transit
+2 -2
View File
@@ -9,7 +9,7 @@
/atom/movable
layer = OBJ_LAYER
var/last_move = null
var/anchored = 0
var/anchored = FALSE
var/datum/thrownthing/throwing = null
var/throw_speed = 2 //How many tiles to move per ds when being thrown. Float values are fully supported
var/throw_range = 7
@@ -313,7 +313,7 @@
set waitfor = 0
return hit_atom.hitby(src)
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = 1, blocked)
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked)
if(!anchored && hitpush)
step(src, AM.dir)
..()
+2 -2
View File
@@ -1,9 +1,9 @@
/datum/atom_hud/antag
hud_icons = list(ANTAG_HUD)
var/self_visible = 1
var/self_visible = TRUE
/datum/atom_hud/antag/hidden
self_visible = 0
self_visible = FALSE
/datum/atom_hud/antag/proc/join_hud(mob/M)
//sees_hud should be set to 0 if the mob does not get to see it's own hud type.
+3 -3
View File
@@ -4,9 +4,9 @@
icon = 'icons/mob/blob.dmi'
light_range = 2
desc = "A thick wall of writhing tendrils."
density = 0 //this being 0 causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
density = FALSE //this being false causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
opacity = 0
anchored = 1
anchored = TRUE
layer = BELOW_MOB_LAYER
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
max_integrity = 30
@@ -185,7 +185,7 @@
B.overmind = controller
else
B.overmind = overmind
B.density = 1
B.density = TRUE
if(T.Enter(B,src)) //NOW we can attempt to move into the tile
B.density = initial(B.density)
B.loc = T
@@ -13,7 +13,7 @@
changeling = null
. = ..()
/datum/cellular_emporium/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
/datum/cellular_emporium/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "cellular_emporium", name, 900, 480, master_ui, state)
@@ -307,7 +307,7 @@
playsound(get_turf(H),I.hitsound,75,1)
return
/obj/item/projectile/tentacle/on_hit(atom/target, blocked = 0)
/obj/item/projectile/tentacle/on_hit(atom/target, blocked = FALSE)
var/mob/living/carbon/human/H = firer
H.dropItemToGround(source.gun, TRUE) //Unequip thus delete the tentacle on hit
if(blocked >= 100)
@@ -5,8 +5,8 @@
var/clockwork_desc = "A fabled artifact from beyond the stars. Contains concentrated meme essence." //Shown to clockwork cultists instead of the normal description
icon = 'icons/effects/clockwork_effects.dmi'
icon_state = "ratvars_flame"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
opacity = 0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -4,7 +4,7 @@
desc = "A gently thrumming tear in reality."
clockwork_desc = "A gateway in reality."
icon_state = "spatial_gateway"
density = 1
density = TRUE
light_range = 2
light_power = 3
light_color = "#6A4D2F"
@@ -268,7 +268,7 @@
ui_interact(user)
return TRUE
/obj/item/clockwork/slab/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
/obj/item/clockwork/slab/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "clockwork_slab", name, 800, 420, master_ui, state)
@@ -6,8 +6,8 @@
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "rare_pepe"
var/unanchored_icon //icon for when this structure is unanchored, doubles as the var for if it can be unanchored
anchored = 1
density = 1
anchored = TRUE
density = TRUE
resistance_flags = FIRE_PROOF | ACID_PROOF
var/can_be_repaired = TRUE //if a fabricator can repair it
break_message = "<span class='warning'>The frog isn't a meme after all!</span>" //The message shown when a structure breaks
@@ -1,8 +1,8 @@
//Useless on their own, these shells can create powerful constructs.
/obj/structure/destructible/clockwork/shell
construction_value = 0
anchored = 0
density = 0
anchored = FALSE
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/mobtype = /mob/living/simple_animal/hostile/clockwork
var/spawn_message = " is an error and you should yell at whoever spawned this shell."
@@ -95,9 +95,9 @@
var/obj/effect/clockwork/spatial_gateway/SG = locate(/obj/effect/clockwork/spatial_gateway) in loc
if(SG && SG.timerid) //it's a valid gateway, we're active
icon_state = active_icon
density = 0
density = FALSE
active = TRUE
else
icon_state = inactive_icon
density = 1
density = TRUE
active = FALSE
@@ -5,7 +5,7 @@
clockwork_desc = "A cloud of purple smoke that confuses and knocks down non-Servants that enter it."
gender = PLURAL
max_integrity = 5
density = 1
density = TRUE
color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
icon = 'icons/effects/effects.dmi'
icon_state = "smoke"
+1 -1
View File
@@ -380,7 +380,7 @@
color = "#ff0000"
on_damage = 15
slot_flags = null
on = 1
on = TRUE
var/charges = 5
/obj/item/device/flashlight/flare/culttorch/afterattack(atom/movable/A, mob/user, proximity)
+4 -4
View File
@@ -1,6 +1,6 @@
/obj/structure/destructible/cult
density = 1
anchored = 1
density = TRUE
anchored = TRUE
icon = 'icons/obj/cult.dmi'
var/cooldowntime = 0
break_sound = 'sound/hallucinations/veryfar_noise.ogg'
@@ -235,5 +235,5 @@
desc = "You're pretty sure that abyss is staring back."
icon = 'icons/obj/cult.dmi'
icon_state = "hole"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
+2 -2
View File
@@ -19,7 +19,7 @@ To draw a rune, use an arcane tome.
var/cultist_name = "basic rune"
desc = "An odd collection of symbols drawn in what seems to be blood."
var/cultist_desc = "a basic rune with no function." //This is shown to cultists who examine the rune in order to determine its true purpose.
anchored = 1
anchored = TRUE
icon = 'icons/obj/rune.dmi'
icon_state = "1"
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -707,7 +707,7 @@ structure_check() searches for nearby cultist structures required for the invoca
to_chat(user, "<span class='cultitalic'>There is a barely perceptible shimmering of the air above [src].</span>")
/obj/effect/rune/wall/Destroy()
density = 0
density = FALSE
GLOB.wall_runes -= src
air_update_turf(1)
return ..()
@@ -12,7 +12,7 @@
health = 350
maxHealth = 350
ventcrawler = VENTCRAWLER_NONE
density = 1
density = TRUE
pass_flags = 0
var/ascended = FALSE
sight = (SEE_TURFS | SEE_OBJS)
+6 -6
View File
@@ -26,9 +26,9 @@
skip = 1
break
if(skip) continue
A.power_light = 0
A.power_equip = 0
A.power_environ = 0
A.power_light = FALSE
A.power_equip = FALSE
A.power_environ = FALSE
A.power_change()
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
@@ -61,9 +61,9 @@
S.power_change()
for(var/area/A in world)
if(!istype(A, /area/space) && !istype(A, /area/shuttle) && !istype(A,/area/arrival))
A.power_light = 1
A.power_equip = 1
A.power_environ = 1
A.power_light = TRUE
A.power_equip = TRUE
A.power_environ = TRUE
A.power_change()
/proc/power_restore_quick()
+8 -8
View File
@@ -7,15 +7,15 @@
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 70)
var/datum/gang/gang
var/operating = 0 //0=standby or broken, 1=takeover
var/warned = 0 //if this device has set off the warning at <3 minutes yet
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
@@ -24,7 +24,7 @@
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/proc/dominator_excessive_walls(atom/A)
var/open = 0
var/open = FALSE
for(var/turf/T in view(3, A))
if(!isclosedturf(T))
open++
@@ -79,7 +79,7 @@
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = 1
warned = TRUE
var/area/domloc = get_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/datum/gang/G in SSticker.mode.gangs)
@@ -161,7 +161,7 @@
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = 0
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
@@ -215,7 +215,7 @@
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = 1
operating = TRUE
update_icon()
countdown.color = gang.color_hex
+2 -2
View File
@@ -88,8 +88,8 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
desc = "You should probably run instead of gawking at this."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/hits = 4
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/dest
@@ -600,7 +600,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
icon_state = "alien_frame"
framestack = /obj/item/stack/sheet/mineral/abductor
framestackamount = 1
density = 1
density = TRUE
/obj/structure/table_frame/abductor/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
@@ -694,7 +694,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
typetext = "abductor"
icontext = "abductor"
airlock_type = /obj/machinery/door/airlock/abductor
anchored = 1
anchored = TRUE
state = 1
/obj/structure/door_assembly/door_assembly_abductor/attackby(obj/item/W, mob/user, params)
@@ -212,7 +212,7 @@
icon = 'icons/effects/effects.dmi'
icon_state = "cocoon_large3"
color = rgb(10,120,10)
density = 1
density = TRUE
var/hatch_time = 0
/obj/structure/spider/cocoon/abductor/proc/Copy(mob/living/carbon/human/H)
@@ -3,8 +3,8 @@
desc = "A tank filled with replacement organs."
icon = 'icons/obj/abductor.dmi'
icon_state = "dispenser"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/list/gland_types
var/list/gland_colors
var/list/amounts
@@ -3,9 +3,9 @@
desc = "A large man-sized tube sporting a complex array of surgical machinery."
icon = 'icons/obj/abductor.dmi'
icon_state = "experiment-open"
density = 0
anchored = 1
state_open = 1
density = FALSE
anchored = TRUE
state_open = TRUE
var/points = 0
var/credits = 0
var/list/history
@@ -3,7 +3,7 @@
desc = "Use this to transport to and from the humans' habitat."
icon = 'icons/obj/abductor.dmi'
icon_state = "alien-pad-idle"
anchored = 1
anchored = TRUE
var/turf/teleport_target
/obj/machinery/abductor/pad/proc/Warp(mob/living/target)
@@ -550,7 +550,7 @@
desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
icon_state = "trap"
max_integrity = 10
density = 0
density = FALSE
/obj/structure/swarmer/trap/Crossed(atom/movable/AM)
if(isliving(AM))
@@ -285,8 +285,8 @@
for(var/mob/living/simple_animal/bot/bot in T)
if(!bot.emagged)
new /obj/effect/temp_visual/revenant(bot.loc)
bot.locked = 0
bot.open = 1
bot.locked = FALSE
bot.open = TRUE
bot.emag_act()
for(var/mob/living/carbon/human/human in T)
if(human == user)
+1 -1
View File
@@ -16,7 +16,7 @@
desc = "You probably shouldn't stick around to see if this is armed."
icon = 'icons/obj/machines/nuke.dmi'
icon_state = "nuclearbomb_base"
density = 1
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/timer_set = 90
+1 -1
View File
@@ -26,7 +26,7 @@
/datum/airlock_maker/New(var/atom/target_loc)
linked = new(target_loc)
linked.maker = src
linked.anchored = 0
linked.anchored = FALSE
access_used = list()
interact()
+2 -2
View File
@@ -128,10 +128,10 @@ GLOBAL_VAR_INIT(hsboxspawn, TRUE)
if(!admin) return
if(config.sandbox_autoclose)
to_chat(world, "<span class='boldnotice'>Sandbox:</span> <b>\black [usr.key] has removed the object spawn limiter.</b>")
config.sandbox_autoclose = 0
config.sandbox_autoclose = FALSE
else
to_chat(world, "<span class='danger'>Sandbox:</span> <b>\black [usr.key] has added a limiter to object spawning. The window will now auto-close after use.</b>")
config.sandbox_autoclose = 1
config.sandbox_autoclose = TRUE
return
//
// Spacesuit with full air jetpack set as internals
+2 -2
View File
@@ -33,8 +33,8 @@
desc = "You should run now."
icon = 'icons/obj/biomass.dmi'
icon_state = "rift"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/spawn_path = /mob/living/simple_animal/cow //defaulty cows to prevent unintentional narsies
var/spawn_amt_left = 20
var/spawn_fast = 0
+1 -1
View File
@@ -6,7 +6,7 @@
desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 0
var/obj/item/device/radio/beacon/Beacon
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "A PDA painting machine. To use, simply insert your PDA and choose the desired preset paint scheme."
icon = 'icons/obj/pda.dmi'
icon_state = "pdapainter"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/obj/item/device/pda/storedpda = null
var/list/colorlist = list()
max_integrity = 200
+1 -1
View File
@@ -107,7 +107,7 @@
return
return ..()
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
if(controls_inside && state == GLOB.notcontained_state)
+9 -9
View File
@@ -20,28 +20,28 @@
close(1)
if("unlock")
locked = 0
locked = FALSE
update_icon()
if("lock")
locked = 1
locked = TRUE
update_icon()
if("secure_open")
locked = 0
locked = FALSE
update_icon()
sleep(2)
open(1)
locked = 1
locked = TRUE
update_icon()
if("secure_close")
locked = 0
locked = FALSE
close(1)
locked = 1
locked = TRUE
sleep(2)
update_icon()
@@ -88,7 +88,7 @@
name = "airlock sensor"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = 1
anchored = TRUE
power_channel = ENVIRON
var/id_tag
@@ -97,8 +97,8 @@
var/datum/radio_frequency/radio_connection
var/on = 1
var/alert = 0
var/on = TRUE
var/alert = FALSE
/obj/machinery/airlock_sensor/update_icon()
+3 -3
View File
@@ -1,8 +1,8 @@
GLOBAL_LIST_EMPTY(announcement_systems)
/obj/machinery/announcement_system
density = 1
anchored = 1
density = TRUE
anchored = TRUE
name = "\improper Automated Announcement System"
desc = "An automated announcement system that handles minor announcements over the radio."
icon = 'icons/obj/machines/telecomms.dmi'
@@ -178,5 +178,5 @@ GLOBAL_LIST_EMPTY(announcement_systems)
/obj/machinery/announcement_system/emag_act()
if(!emagged)
emagged = 1
emagged = TRUE
act_up()
+13 -13
View File
@@ -6,22 +6,22 @@
name = "autolathe"
desc = "It produces items using metal and glass."
icon_state = "autolathe"
density = 1
density = TRUE
var/operating = 0
anchored = 1
var/operating = FALSE
anchored = TRUE
var/list/L = list()
var/list/LL = list()
var/hacked = 0
var/hacked = FALSE
var/disabled = 0
var/shocked = 0
var/shocked = FALSE
var/hack_wire
var/disable_wire
var/shock_wire
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
var/busy = 0
var/busy = FALSE
var/prod_coeff = 1
var/datum/design/being_built
@@ -125,14 +125,14 @@
user.visible_message("[user] begins to load \the [O] in \the [src]...",
"You begin to load a design from \the [O]...",
"You hear the chatter of a floppy drive.")
busy = 1
busy = TRUE
var/obj/item/weapon/disk/design_disk/D = O
if(do_after(user, 14.4, target = src))
for(var/B in D.blueprints)
if(B)
files.AddDesign2Known(B)
busy = 0
busy = FALSE
return 1
if(HAS_SECONDARY_FLAG(O, HOLOGRAM))
@@ -149,7 +149,7 @@
to_chat(user, "<span class='warning'>\The [O] is stuck to you and cannot be placed into the autolathe.</span>")
return 1
busy = 1
busy = TRUE
var/inserted = materials.insert_item(O)
if(inserted)
if(istype(O,/obj/item/stack))
@@ -168,7 +168,7 @@
else
user.put_in_active_hand(O)
busy = 0
busy = FALSE
updateUsrDialog()
return 1
@@ -206,7 +206,7 @@
var/power = max(2000, (metal_cost+glass_cost)*multiplier/5)
if((materials.amount(MAT_METAL) >= metal_cost*multiplier*coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier*coeff))
busy = 1
busy = TRUE
use_power(power)
icon_state = "autolathe"
flick("autolathe_n",src)
@@ -223,7 +223,7 @@
for(var/obj/item/stack/S in T.contents - N)
if(istype(S, N.merge_type))
N.merge(S)
busy = 0
busy = FALSE
updateUsrDialog()
else
@@ -236,7 +236,7 @@
for(var/mat in materials_used)
new_item.materials[mat] = materials_used[mat] / multiplier
new_item.autolathe_crafted(src)
busy = 0
busy = FALSE
updateUsrDialog()
if(href_list["search"])
+2 -2
View File
@@ -11,7 +11,7 @@
var/id = null
var/initialized_button = 0
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -23,7 +23,7 @@
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
panel_open = 1
panel_open = TRUE
update_icon()
+20 -20
View File
@@ -20,9 +20,9 @@
var/list/network = list("SS13")
var/c_tag = null
var/c_tag_order = 999
var/status = 1
anchored = 1
var/start_active = 0 //If it ignores the random chance to start broken on round start
var/status = TRUE
anchored = TRUE
var/start_active = FALSE //If it ignores the random chance to start broken on round start
var/invuln = null
var/obj/item/device/camera_bug/bug = null
var/obj/structure/camera_assembly/assembly = null
@@ -32,9 +32,9 @@
var/view_range = 7
var/short_range = 2
var/alarm_on = 0
var/busy = 0
var/emped = 0 //Number of consecutive EMP's on this camera
var/alarm_on = FALSE
var/busy = FALSE
var/emped = FALSE //Number of consecutive EMP's on this camera
// Upgrades bitflag
var/upgrades = 0
@@ -295,21 +295,21 @@
to_chat(O, "The screen bursts into static.")
/obj/machinery/camera/proc/triggerCameraAlarm()
alarm_on = 1
alarm_on = TRUE
for(var/mob/living/silicon/S in GLOB.mob_list)
S.triggerAlarm("Camera", get_area(src), list(src), src)
/obj/machinery/camera/proc/cancelCameraAlarm()
alarm_on = 0
alarm_on = FALSE
for(var/mob/living/silicon/S in GLOB.mob_list)
S.cancelAlarm("Camera", get_area(src), src)
/obj/machinery/camera/proc/can_use()
if(!status)
return 0
return FALSE
if(stat & EMPED)
return 0
return 1
return FALSE
return TRUE
/obj/machinery/camera/proc/can_see()
var/list/see = null
@@ -357,20 +357,20 @@
/obj/machinery/camera/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
if(busy)
return 0
return FALSE
if(!WT.remove_fuel(0, user))
return 0
return FALSE
to_chat(user, "<span class='notice'>You start to weld [src]...</span>")
playsound(src.loc, WT.usesound, 50, 1)
busy = 1
busy = TRUE
if(do_after(user, 100*WT.toolspeed, target = src))
busy = 0
busy = FALSE
if(!WT.isOn())
return 0
return 1
busy = 0
return 0
return FALSE
return TRUE
busy = FALSE
return FALSE
/obj/machinery/camera/proc/Togglelight(on=0)
for(var/mob/living/silicon/ai/A in GLOB.ai_list)
@@ -388,7 +388,7 @@
/obj/machinery/camera/portable/Initialize()
. = ..()
assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
assembly.anchored = 0
assembly.anchored = FALSE
assembly.update_icon()
/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
@@ -42,7 +42,7 @@
if(istype(W, /obj/item/weapon/weldingtool))
if(weld(W, user))
to_chat(user, "<span class='notice'>You weld the assembly securely into place.</span>")
anchored = 1
anchored = TRUE
state = 2
return
@@ -70,7 +70,7 @@
if(weld(W, user))
to_chat(user, "<span class='notice'>You unweld the assembly from its place.</span>")
state = 1
anchored = 1
anchored = TRUE
return
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "It charges power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger0"
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 60
+2 -2
View File
@@ -9,10 +9,10 @@
#define SPEAK(message) radio.talk_into(src, message, radio_channel, get_spans(), get_default_language())
/obj/machinery/clonepod
anchored = 1
anchored = TRUE
name = "cloning pod"
desc = "An electronically-lockable pod for growing organic tissue."
density = 1
density = TRUE
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_0"
req_access = list(GLOB.access_cloning) //For premature unlocking.
+1 -1
View File
@@ -198,7 +198,7 @@
user.visible_message("<span class='warning'>You emag [src], disabling precise logging and allowing you to clear logs.</span>")
log_game("[key_name_admin(user)] emagged [src] at [get_area(src)], disabling operator tracking.")
playsound(src, "sparks", 50, 1)
emagged = 1
emagged = TRUE
/obj/machinery/computer/apc_control/proc/log_activity(log_text)
var/op_string = operator && !emagged ? operator : "\[NULL OPERATOR\]"
+11 -11
View File
@@ -194,7 +194,7 @@
arcade_action()
else if (href_list["charge"])
blocked = 1
blocked = TRUE
var/chargeamt = rand(4,7)
temp = "You regain [chargeamt] points"
playsound(loc, 'sound/arcade/mana.ogg', 50, 1, extrarange = -3, falloff = 10)
@@ -221,7 +221,7 @@
if(emagged)
Reset()
emagged = 0
emagged = FALSE
add_fingerprint(usr)
updateUsrDialog()
@@ -241,7 +241,7 @@
message_admins("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.")
log_game("[key_name(usr)] has outbombed Cuban Pete and been awarded a bomb.")
Reset()
emagged = 0
emagged = FALSE
else
SSblackbox.inc("arcade_win_normal")
prizevend()
@@ -342,7 +342,7 @@
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
icon_state = "arcade"
circuit = /obj/item/weapon/circuitboard/computer/arcade/orion_trail
var/busy = 0 //prevent clickspam that allowed people to ~speedrun~ the game.
var/busy = FALSE //prevent clickspam that allowed people to ~speedrun~ the game.
var/engine = 0
var/hull = 0
var/electronics = 0
@@ -440,7 +440,7 @@
if(emagged)
to_chat(user, "<span class='userdanger'><font size=3>You're never going to make it to Orion...</span></font>")
user.death()
emagged = 0 //removes the emagged status after you lose
emagged = FALSE //removes the emagged status after you lose
gameStatus = ORION_STATUS_START
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
@@ -482,7 +482,7 @@
if(busy)
return
busy = 1
busy = TRUE
if (href_list["continue"]) //Continue your travels
if(gameStatus == ORION_STATUS_NORMAL && !event && turns != 7)
@@ -622,7 +622,7 @@
var/mob/living/L = usr
L.Stun(200, ignore_canstun = TRUE) //you can't run :^)
var/S = new /obj/singularity/academy(usr.loc)
emagged = 0 //immediately removes emagged status so people can't kill themselves by sprinting up and interacting
emagged = FALSE //immediately removes emagged status so people can't kill themselves by sprinting up and interacting
sleep(50)
say("[S] winks out, just as suddenly as it appeared.")
qdel(S)
@@ -646,7 +646,7 @@
say("The last crewmember [sheriff], shot themselves, GAME OVER!")
if(emagged)
usr.death(0)
emagged = 0
emagged = FALSE
gameStatus = ORION_STATUS_GAMEOVER
event = null
else if(emagged)
@@ -754,7 +754,7 @@
add_fingerprint(usr)
updateUsrDialog()
busy = 0
busy = FALSE
return
@@ -1036,7 +1036,7 @@
log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
else
prizevend()
emagged = 0
emagged = FALSE
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
@@ -1046,7 +1046,7 @@
name = "The Orion Trail: Realism Edition"
desc = "Learn how our ancestors got to Orion, and try not to die in the process!"
newgame()
emagged = 1
emagged = TRUE
/mob/living/simple_animal/hostile/syndicate/ranged/orion
name = "Spaceport Security"
+1 -1
View File
@@ -20,7 +20,7 @@
SSradio.remove_object(src, receive_frequency)
return ..()
/obj/machinery/computer/atmos_alert/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/computer/atmos_alert/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -6,7 +6,7 @@
name = "gas sensor"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gsensor1"
anchored = 1
anchored = TRUE
var/on = TRUE
@@ -93,7 +93,7 @@
SSradio.remove_object(src, frequency)
return ..()
/obj/machinery/computer/atmos_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/computer/atmos_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -176,7 +176,7 @@
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
U.broadcast_status()
/obj/machinery/computer/atmos_control/tank/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/computer/atmos_control/tank/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -12,7 +12,7 @@
to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
if(do_after(user, 20*P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
anchored = TRUE
state = 1
return
if(istype(P, /obj/item/weapon/weldingtool))
@@ -36,7 +36,7 @@
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(do_after(user, 20*P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
anchored = FALSE
state = 0
return
if(istype(P, /obj/item/weapon/circuitboard/computer) && !circuit)
@@ -339,8 +339,8 @@
name = "Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo
origin_tech = "programming=3"
var/contraband = 0
var/emagged = 0
var/contraband = FALSE
var/emagged = FALSE
/obj/item/weapon/circuitboard/computer/cargo/attackby(obj/item/I, mob/user, params)
if(istype(I,/obj/item/device/multitool))
+2 -2
View File
@@ -150,7 +150,7 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "telescreen"
network = list("thunder")
density = 0
density = FALSE
circuit = null
clockwork = TRUE //it'd look very weird
@@ -168,7 +168,7 @@
icon = 'icons/obj/status_display.dmi'
icon_state = "entertainment"
network = list("thunder")
density = 0
density = FALSE
circuit = null
/obj/machinery/computer/security/wooden_tv
+2 -2
View File
@@ -311,10 +311,10 @@
//No locking an open scanner.
else if ((href_list["lock"]) && !isnull(scanner) && scanner.is_operational())
if ((!scanner.locked) && (scanner.occupant))
scanner.locked = 1
scanner.locked = TRUE
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
scanner.locked = 0
scanner.locked = FALSE
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
else if(href_list["view_rec"])
@@ -301,7 +301,7 @@
if("RestoreBackup")
to_chat(usr, "<span class='notice'>Backup routing data restored!</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
src.emagged = 0
emagged = FALSE
src.updateDialog()
if("nukerequest") //When there's no other way
@@ -399,7 +399,7 @@
/obj/machinery/computer/communications/emag_act(mob/user)
if(!emagged)
src.emagged = 1
src.emagged = TRUE
if(authenticated == 1)
authenticated = 2
to_chat(user, "<span class='danger'>You scramble the communication routing circuits!</span>")
+4 -4
View File
@@ -2,8 +2,8 @@
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
@@ -11,7 +11,7 @@
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
var/obj/item/weapon/circuitboard/computer/circuit = null // if circuit==null, computer can't disassembly
var/processing = 0
var/processing = FALSE
var/brightness_on = 2
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
@@ -120,7 +120,7 @@
if(circuit) //no circuit, no computer frame
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
A.circuit = circuit
A.anchored = 1
A.anchored = TRUE
if(stat & BROKEN)
if(user)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
+3 -3
View File
@@ -21,7 +21,7 @@
desc = "Scan DNA."
icon_screen = "dna"
icon_keyboard = "med_key"
density = 1
density = TRUE
circuit = /obj/item/weapon/circuitboard/computer/scan_consolenew
var/radduration = 2
var/radstrength = 1
@@ -33,7 +33,7 @@
var/obj/machinery/dna_scannernew/connected = null
var/obj/item/weapon/disk/data/diskette = null
var/list/delayed_action = null
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 400
@@ -463,7 +463,7 @@
radstrength = Wrap(radstrength, 1, RADIATION_STRENGTH_MAX+1)
var/locked_state = connected.locked
connected.locked = 1
connected.locked = TRUE
current_screen = "working"
ShowInterface(usr)
@@ -37,7 +37,7 @@
to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
return ..()
/obj/machinery/computer/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/computer/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+2 -2
View File
@@ -42,7 +42,7 @@
/obj/machinery/computer/message_monitor/emag_act(mob/user)
if(!emagged)
if(!isnull(src.linkedServer))
emagged = 1
emagged = TRUE
screen = 2
spark_system.set_up(5, 0, src)
src.spark_system.start()
@@ -235,7 +235,7 @@
src.screen = 0 // Return the screen back to normal
/obj/machinery/computer/message_monitor/proc/UnmagConsole()
src.emagged = 0
emagged = FALSE
/obj/machinery/computer/message_monitor/proc/ResetMessage()
customsender = "System Administrator"
@@ -8,7 +8,7 @@
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/station_alert/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/computer/station_alert/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+1 -1
View File
@@ -2,7 +2,7 @@
name = "frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
density = 1
density = TRUE
max_integrity = 250
var/obj/item/weapon/circuitboard/circuit = null
var/state = 1
+6 -6
View File
@@ -11,8 +11,8 @@
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = 1
density = 1
anchored = TRUE
density = TRUE
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/material = METAL
@@ -88,8 +88,8 @@
desc = "A deployable barrier. Provides good cover in fire fights."
icon = 'icons/obj/objects.dmi'
icon_state = "barrier0"
density = 0
anchored = 0
density = FALSE
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
@@ -104,8 +104,8 @@
/obj/structure/barricade/security/proc/deploy()
icon_state = "barrier1"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
if(deploy_message)
visible_message("<span class='warning'>[src] deploys!</span>")
+5 -5
View File
@@ -3,9 +3,9 @@
desc = "It scans DNA structures."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "scanner"
density = 1
var/locked = 0
anchored = 1
density = TRUE
var/locked = FALSE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
active_power_usage = 300
@@ -82,7 +82,7 @@
/obj/machinery/dna_scannernew/container_resist(mob/living/user)
var/breakout_time = 2
if(state_open || !locked) //Open and unlocked, no need to escape
state_open = 1
state_open = TRUE
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
@@ -93,7 +93,7 @@
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = 0
locked = FALSE
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
+63 -63
View File
@@ -53,23 +53,23 @@
var/security_level = 0 //How much are wires secured
var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
var/hackProof = 0 // if 1, this door can't be hacked by the AI
var/hackProof = FALSE // if true, this door can't be hacked by the AI
var/secondsMainPowerLost = 0 //The number of seconds until power is restored.
var/secondsBackupPowerLost = 0 //The number of seconds until power is restored.
var/spawnPowerRestoreRunning = 0
var/lights = 1 // bolt lights show by default
var/spawnPowerRestoreRunning = FALSE
var/lights = TRUE // bolt lights show by default
secondsElectrified = 0 //How many seconds remain until the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
var/aiDisabledIdScanner = 0
var/aiHacking = 0
var/aiDisabledIdScanner = FALSE
var/aiHacking = FALSE
var/obj/machinery/door/airlock/closeOther = null
var/closeOtherId = null
var/lockdownbyai = 0
var/lockdownbyai = FALSE
assemblytype = /obj/structure/door_assembly/door_assembly_0
var/justzap = 0
var/justzap = FALSE
normalspeed = 1
var/obj/item/weapon/electronics/airlock/electronics = null
var/hasShocked = 0 //Prevents multiple shocks from happening
autoclose = 1
var/hasShocked = FALSE //Prevents multiple shocks from happening
autoclose = TRUE
var/obj/item/device/doorCharge/charge = null //If applied, causes an explosion upon opening the door
var/obj/item/weapon/note //Any papers pinned to the airlock
var/detonated = 0
@@ -165,7 +165,7 @@
/obj/machinery/door/airlock/proc/bolt()
if(locked)
return
locked = 1
locked = TRUE
playsound(src,boltDown,30,0,3)
update_icon()
@@ -175,7 +175,7 @@
/obj/machinery/door/airlock/proc/unbolt()
if(!locked)
return
locked = 0
locked = FALSE
playsound(src,boltUp,30,0,3)
update_icon()
@@ -227,13 +227,13 @@
if(src.isElectrified())
if(!src.justzap)
if(src.shock(user, 100))
src.justzap = 1
src.justzap = TRUE
spawn (10)
src.justzap = 0
justzap = FALSE
return
else /*if(src.justzap)*/
return
else if(user.hallucination > 50 && ishuman(user) && prob(10) && src.operating == 0)
else if(user.hallucination > 50 && ishuman(user) && prob(10) && src.operating == FALSE)
hallucinate_shock(user)
return
if (cyclelinkedairlock)
@@ -274,8 +274,8 @@
/obj/machinery/door/airlock/proc/isElectrified()
if(src.secondsElectrified != NOT_ELECTRIFIED)
return 1
return 0
return TRUE
return FALSE
/obj/machinery/door/airlock/proc/canAIControl(mob/user)
return ((aiControlDisabled != 1) && (!isAllPowerCut()));
@@ -284,7 +284,7 @@
return ((aiControlDisabled==1) && (!hackProof) && (!isAllPowerCut()));
/obj/machinery/door/airlock/hasPower()
return ((secondsMainPowerLost == 0 || secondsBackupPowerLost == 0) && !(stat & NOPOWER))
return ((!secondsMainPowerLost || !secondsBackupPowerLost) && !(stat & NOPOWER))
/obj/machinery/door/airlock/requiresID()
return !(wires.is_cut(WIRE_IDSCAN) || aiDisabledIdScanner)
@@ -303,7 +303,7 @@
if(src.secondsBackupPowerLost < 10)
src.secondsBackupPowerLost = 10
if(!src.spawnPowerRestoreRunning)
src.spawnPowerRestoreRunning = 1
spawnPowerRestoreRunning = TRUE
spawn(0)
var/cont = 1
while (cont)
@@ -322,7 +322,7 @@
secondsBackupPowerLost -= 1
updateDialog()
cont = 1
spawnPowerRestoreRunning = 0
spawnPowerRestoreRunning = FALSE
updateDialog()
/obj/machinery/door/airlock/proc/loseBackupPower()
@@ -614,9 +614,9 @@
t1 += text("Main Power Input wire is cut.<br>\n")
if(wires.is_cut(WIRE_POWER2))
t1 += text("Main Power Output wire is cut.<br>\n")
if(src.secondsMainPowerLost == 0)
if(!secondsMainPowerLost)
t1 += text("<A href='?src=\ref[];aiDisable=2'>Temporarily disrupt main power?</a>.<br>\n", src)
if(src.secondsBackupPowerLost == 0)
if(!secondsBackupPowerLost)
t1 += text("<A href='?src=\ref[];aiDisable=3'>Temporarily disrupt backup power?</a>.<br>\n", src)
if(wires.is_cut(WIRE_BACKUP1))
@@ -683,17 +683,17 @@
/obj/machinery/door/airlock/proc/hack(mob/user)
set waitfor = 0
if(src.aiHacking == 0)
src.aiHacking = 1
if(!aiHacking)
aiHacking = TRUE
to_chat(user, "Airlock AI control has been blocked. Beginning fault-detection.")
sleep(50)
if(src.canAIControl(user))
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
aiHacking = FALSE
return
else if(!src.canAIHack())
to_chat(user, "Connection lost! Unable to hack airlock.")
src.aiHacking=0
aiHacking = FALSE
return
to_chat(user, "Fault confirmed: airlock control wire disabled or cut.")
sleep(20)
@@ -701,21 +701,21 @@
sleep(200)
if(src.canAIControl(user))
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
aiHacking = FALSE
return
else if(!src.canAIHack())
to_chat(user, "Connection lost! Unable to hack airlock.")
src.aiHacking=0
aiHacking = FALSE
return
to_chat(user, "Upload access confirmed. Loading control program into airlock software.")
sleep(170)
if(src.canAIControl(user))
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
aiHacking = FALSE
return
else if(!src.canAIHack())
to_chat(user, "Connection lost! Unable to hack airlock.")
src.aiHacking=0
aiHacking = FALSE
return
to_chat(user, "Transfer complete. Forcing airlock to execute program.")
sleep(50)
@@ -724,7 +724,7 @@
to_chat(user, "Receiving control information from airlock.")
sleep(10)
//bring up airlock dialog
src.aiHacking = 0
aiHacking = FALSE
if(user)
src.attack_ai(user)
@@ -793,17 +793,17 @@
else if(src.aiDisabledIdScanner)
to_chat(usr, "You've already disabled the IdScan feature.")
else
src.aiDisabledIdScanner = 1
aiDisabledIdScanner = TRUE
if(2)
//disrupt main power
if(src.secondsMainPowerLost == 0)
if(!secondsMainPowerLost)
src.loseMainPower()
update_icon()
else
to_chat(usr, "Main power is already offline.")
if(3)
//disrupt backup power
if(src.secondsBackupPowerLost == 0)
if(!secondsBackupPowerLost)
src.loseBackupPower()
update_icon()
else
@@ -826,7 +826,7 @@
if(wires.is_cut(WIRE_SAFETY))
to_chat(usr, text("Control to door sensors is disabled."))
else if (src.safe)
safe = 0
safe = FALSE
else
to_chat(usr, text("Firmware reports safeties already overriden."))
@@ -854,7 +854,7 @@
if(wires.is_cut(WIRE_LIGHT))
to_chat(usr, text("Control to door bolt lights has been severed.</a>"))
else if (src.lights)
lights = 0
lights = FALSE
update_icon()
else
to_chat(usr, text("Door bolt lights are already disabled!"))
@@ -862,7 +862,7 @@
if(11)
// Emergency access
if (src.emergency)
emergency = 0
emergency = FALSE
update_icon()
else
to_chat(usr, text("Emergency access is already disabled!"))
@@ -876,7 +876,7 @@
if(wires.is_cut(WIRE_IDSCAN))
to_chat(usr, "You can't enable IdScan - The IdScan wire has been cut.")
else if(src.aiDisabledIdScanner)
src.aiDisabledIdScanner = 0
aiDisabledIdScanner = FALSE
else
to_chat(usr, "The IdScan feature is not disabled.")
if(4)
@@ -928,7 +928,7 @@
if(wires.is_cut(WIRE_SAFETY))
to_chat(usr, text("Control to door sensors is disabled."))
else if (!src.safe)
safe = 1
safe = TRUE
src.updateUsrDialog()
else
to_chat(usr, text("Firmware reports safeties already in place."))
@@ -958,7 +958,7 @@
if(wires.is_cut(WIRE_LIGHT))
to_chat(usr, text("Control to door bolt lights has been severed.</a>"))
else if (!src.lights)
lights = 1
lights = TRUE
update_icon()
src.updateUsrDialog()
else
@@ -966,7 +966,7 @@
if(11)
// Emergency access
if (!src.emergency)
emergency = 1
emergency = TRUE
update_icon()
else
to_chat(usr, text("Emergency access is already enabled!"))
@@ -1147,7 +1147,7 @@
return
to_chat(user, "<span class='warning'>You apply [C]. Next time someone opens the door, it will explode.</span>")
user.drop_item()
panel_open = 0
panel_open = FALSE
update_icon()
C.forceMove(src)
charge = C
@@ -1231,7 +1231,7 @@
else if(locked)
to_chat(user, "<span class='warning'>The airlock's bolts prevent it from being forced!</span>")
else if( !welded && !operating)
if(beingcrowbarred == 0) //being fireaxe'd
if(!beingcrowbarred) //being fireaxe'd
var/obj/item/weapon/twohanded/fireaxe/F = I
if(F.wielded)
spawn(0)
@@ -1286,12 +1286,12 @@
/obj/machinery/door/airlock/open(forced=0)
if( operating || welded || locked )
return 0
return FALSE
if(!forced)
if(!hasPower() || wires.is_cut(WIRE_OPEN))
return 0
return FALSE
if(charge && !detonated)
panel_open = 1
panel_open = TRUE
update_icon(AIRLOCK_OPENING)
visible_message("<span class='warning'>[src]'s panel is blown off in a spray of deadly shrapnel!</span>")
charge.loc = get_turf(src)
@@ -1306,7 +1306,7 @@
return
if(forced < 2)
if(emagged)
return 0
return FALSE
use_power(50)
playsound(src.loc, doorOpen, 30, 1)
if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
@@ -1320,23 +1320,23 @@
addtimer(CALLBACK(src, .proc/autoclose), 15)
if(!density)
return 1
operating = 1
return TRUE
operating = TRUE
update_icon(AIRLOCK_OPENING, 1)
src.set_opacity(0)
sleep(5)
src.density = 0
density = FALSE
sleep(9)
src.layer = OPEN_DOOR_LAYER
update_icon(AIRLOCK_OPEN, 1)
set_opacity(0)
operating = 0
operating = FALSE
air_update_turf(1)
update_freelook_sight()
if(delayed_close_requested)
delayed_close_requested = FALSE
addtimer(CALLBACK(src, .proc/close), 2)
return 1
return TRUE
/obj/machinery/door/airlock/close(forced=0)
@@ -1364,8 +1364,8 @@
killthis.ex_act(2)//Smashin windows
if(density)
return 1
operating = 1
return TRUE
operating = TRUE
update_icon(AIRLOCK_CLOSING, 1)
src.layer = CLOSED_DOOR_LAYER
if(air_tight)
@@ -1378,20 +1378,20 @@
update_icon(AIRLOCK_CLOSED, 1)
if(visible && !glass)
set_opacity(1)
operating = 0
operating = FALSE
delayed_close_requested = FALSE
air_update_turf(1)
update_freelook_sight()
if(safe)
CheckForMobs()
return 1
return TRUE
/obj/machinery/door/airlock/proc/prison_open()
if(emagged)
return
src.locked = 0
locked = FALSE
src.open()
src.locked = 1
locked = TRUE
return
@@ -1465,18 +1465,18 @@
/obj/machinery/door/airlock/emag_act(mob/user)
if(!operating && density && hasPower() && !emagged)
operating = 1
operating = TRUE
update_icon(AIRLOCK_EMAG, 1)
sleep(6)
if(QDELETED(src))
return
operating = 0
operating = FALSE
if(!open())
update_icon(AIRLOCK_CLOSED, 1)
emagged = 1
emagged = TRUE
desc = "<span class='warning'>Its access panel is smoking slightly.</span>"
lights = 0
locked = 1
lights = FALSE
locked = TRUE
loseMainPower()
loseBackupPower()
@@ -1528,7 +1528,7 @@
if(!(stat & BROKEN) && !(flags & NODECONSTRUCT))
stat |= BROKEN
if(!panel_open)
panel_open = 1
panel_open = TRUE
wires.cut_all()
update_icon()
@@ -5,7 +5,7 @@
var/list/accesses = list()
var/one_access = 0
/obj/item/weapon/electronics/airlock/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/item/weapon/electronics/airlock/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+19 -19
View File
@@ -67,63 +67,63 @@
icon = 'icons/obj/doors/airlocks/station/command.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_com/glass
glass = 1
glass = TRUE
normal_integrity = 400
/obj/machinery/door/airlock/glass_engineering
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_eng/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_security
icon = 'icons/obj/doors/airlocks/station/security.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_sec/glass
glass = 1
glass = TRUE
normal_integrity = 400
/obj/machinery/door/airlock/glass_medical
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_med/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_research
icon = 'icons/obj/doors/airlocks/station/research.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_research/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_mining
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_min/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_atmos
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_atmo/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_science
icon = 'icons/obj/doors/airlocks/station/science.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_science/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_virology
icon = 'icons/obj/doors/airlocks/station/virology.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_viro/glass
glass = 1
glass = TRUE
/obj/machinery/door/airlock/glass_maintenance
icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_mai/glass
glass = 1
glass = TRUE
//////////////////////////////////
/*
@@ -227,7 +227,7 @@
overlays_file = 'icons/obj/doors/airlocks/shuttle/overlays.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_titanium/glass
glass = 1
glass = TRUE
normal_integrity = 350
//////////////////////////////////
@@ -241,7 +241,7 @@
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_glass
glass = 1
glass = TRUE
//////////////////////////////////
/*
@@ -262,7 +262,7 @@
overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_ext/glass
opacity = 0
glass = 1
glass = TRUE
//////////////////////////////////
/*
@@ -352,7 +352,7 @@
damage_deflection = 30
opacity = 1
explosion_block = 3
hackProof = 1
hackProof = TRUE
aiControlDisabled = 1
normal_integrity = 700
security_level = 1
@@ -367,7 +367,7 @@
icon = 'icons/obj/doors/airlocks/cult/runed/cult.dmi'
overlays_file = 'icons/obj/doors/airlocks/cult/runed/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_cult
hackProof = 1
hackProof = TRUE
aiControlDisabled = 1
var/openingoverlaytype = /obj/effect/temp_visual/cult/door
var/friendly = FALSE
@@ -403,7 +403,7 @@
/obj/machinery/door/airlock/cult/glass
assemblytype = /obj/structure/door_assembly/door_assembly_cult/glass
glass = 1
glass = TRUE
opacity = 0
/obj/machinery/door/airlock/cult/glass/friendly
@@ -420,7 +420,7 @@
/obj/machinery/door/airlock/cult/unruned/glass
assemblytype = /obj/structure/door_assembly/door_assembly_cult/unruned/glass
glass = 1
glass = TRUE
opacity = 0
/obj/machinery/door/airlock/cult/unruned/glass/friendly
@@ -543,7 +543,7 @@
return 0
/obj/machinery/door/airlock/clockwork/brass
glass = 1
glass = TRUE
opacity = 0
//////////////////////////////////
@@ -558,7 +558,7 @@
note_overlay_file = 'icons/obj/doors/airlocks/glass_large/overlays.dmi'
opacity = 0
assemblytype = null
glass = 1
glass = TRUE
bound_width = 64 // 2x1
/obj/machinery/door/airlock/glass_large/narsie_act()
+4 -4
View File
@@ -5,11 +5,11 @@
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
opacity = 0
assemblytype = /obj/structure/door_assembly/door_assembly_glass
glass = 1
glass = TRUE
var/datum/radio_frequency/air_connection
var/air_frequency = 1437
autoclose = 0
autoclose = FALSE
/obj/machinery/door/airlock/alarmlock/New()
..()
@@ -39,8 +39,8 @@
if(alarm_area == our_area.name)
switch(alert)
if("severe")
autoclose = 1
autoclose = TRUE
close()
if("minor", "clear")
autoclose = 0
autoclose = FALSE
open()
+5 -5
View File
@@ -24,8 +24,8 @@
icon_state = "frame"
desc = "A remote control for a door."
req_access = list(GLOB.access_security)
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/id = null // id of linked machinery/lockers
var/activation_time = 0
@@ -101,7 +101,7 @@
continue
if(C.opened && !C.close())
continue
C.locked = 1
C.locked = TRUE
C.update_icon()
return 1
@@ -130,7 +130,7 @@
continue
if(C.opened)
continue
C.locked = 0
C.locked = FALSE
C.update_icon()
return 1
@@ -146,7 +146,7 @@
. = new_time == timer_duration //return 1 on no change
timer_duration = new_time
/obj/machinery/door_timer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/door_timer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+19 -19
View File
@@ -3,9 +3,9 @@
desc = "It opens and closes."
icon = 'icons/obj/doors/Doorint.dmi'
icon_state = "door1"
anchored = 1
anchored = TRUE
opacity = 1
density = 1
density = TRUE
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
max_integrity = 350
@@ -15,18 +15,18 @@
var/secondsElectrified = 0
var/shockedby = list()
var/visible = 1
var/operating = 0
var/glass = 0
var/welded = 0
var/visible = TRUE
var/operating = FALSE
var/glass = FALSE
var/welded = FALSE
var/normalspeed = 1
var/heat_proof = 0 // For rglass-windowed airlocks and firedoors
var/emergency = 0 // Emergency access override
var/sub_door = 0 // 1 if it's meant to go under another door.
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
var/emergency = FALSE // Emergency access override
var/sub_door = FALSE // true if it's meant to go under another door.
var/closingLayer = CLOSED_DOOR_LAYER
var/autoclose = 0 //does it automatically close after some time
var/safe = 1 //whether the door detects things and mobs in its way and reopen or crushes them.
var/locked = 0 //whether the door is bolted or not.
var/autoclose = FALSE //does it automatically close after some time
var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them.
var/locked = FALSE //whether the door is bolted or not.
var/assemblytype //the type of door frame to drop during deconstruction
var/auto_close //TO BE REMOVED, no longer used, it's just preventing a runtime with a map var edit.
var/datum/effect_system/spark_spread/spark_system
@@ -50,7 +50,7 @@
explosion_block = EXPLOSION_BLOCK_PROC
/obj/machinery/door/Destroy()
density = 0
density = FALSE
air_update_turf(1)
update_freelook_sight()
GLOB.airlocks -= src
@@ -232,16 +232,16 @@
return 1
if(operating)
return
operating = 1
operating = TRUE
do_animate("opening")
set_opacity(0)
sleep(5)
density = 0
density = FALSE
sleep(5)
layer = OPEN_DOOR_LAYER
update_icon()
set_opacity(0)
operating = 0
operating = FALSE
air_update_turf(1)
update_freelook_sight()
if(autoclose)
@@ -260,17 +260,17 @@
if(autoclose)
addtimer(CALLBACK(src, .proc/autoclose), 60)
return
operating = 1
operating = TRUE
do_animate("closing")
layer = closingLayer
sleep(5)
density = 1
density = TRUE
sleep(5)
update_icon()
if(visible && !glass)
set_opacity(1)
operating = 0
operating = FALSE
air_update_turf(1)
update_freelook_sight()
if(safe)
+7 -7
View File
@@ -10,13 +10,13 @@
icon = 'icons/obj/doors/Doorfireglass.dmi'
icon_state = "door_open"
opacity = 0
density = 0
density = FALSE
max_integrity = 300
resistance_flags = FIRE_PROOF
heat_proof = 1
glass = 1
heat_proof = TRUE
glass = TRUE
var/nextstate = null
sub_door = 1
sub_door = TRUE
explosion_block = 1
safe = FALSE
closingLayer = CLOSED_FIREDOOR_LAYER
@@ -237,7 +237,7 @@
/obj/machinery/door/firedoor/heavy
name = "heavy firelock"
icon = 'icons/obj/doors/Doorfire.dmi'
glass = 0
glass = FALSE
explosion_block = 2
assemblytype = /obj/structure/firelock_frame/heavy
max_integrity = 550
@@ -253,8 +253,8 @@
desc = "A partially completed firelock."
icon = 'icons/obj/doors/Doorfire.dmi'
icon_state = "frame1"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
var/constructionStep = CONSTRUCTION_NOCIRCUIT
var/reinforced = 0
+4 -4
View File
@@ -4,10 +4,10 @@
icon = 'icons/obj/doors/blastdoor.dmi'
icon_state = "closed"
var/id = 1
sub_door = 1
sub_door = TRUE
explosion_block = 3
heat_proof = 1
safe = 0
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -15,7 +15,7 @@
/obj/machinery/door/poddoor/preopen
icon_state = "open"
density = 0
density = FALSE
opacity = 0
/obj/machinery/door/poddoor/ert
+1 -1
View File
@@ -8,7 +8,7 @@
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
density = 0
density = FALSE
opacity = 0
+1 -1
View File
@@ -21,5 +21,5 @@
name = "door"
icon_state = "door1"
opacity = 1
density = 1
density = TRUE
explosion_block = 1
+14 -14
View File
@@ -10,7 +10,7 @@
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
visible = 0
visible = FALSE
flags = ON_BORDER
opacity = 0
CanAtmosPass = ATMOS_PASS_PROC
@@ -36,7 +36,7 @@
debris += new /obj/item/stack/cable_coil(src, cable)
/obj/machinery/door/window/Destroy()
density = 0
density = FALSE
for(var/I in debris)
qdel(I)
if(obj_integrity == 0)
@@ -135,19 +135,19 @@
if(emagged)
return 0
if(!src.operating) //in case of emag
src.operating = 1
operating = TRUE
do_animate("opening")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state ="[src.base_state]open"
sleep(10)
src.density = 0
density = FALSE
// src.sd_set_opacity(0) //TODO: why is this here? Opaque windoors? ~Carn
air_update_turf(1)
update_freelook_sight()
if(operating == 1) //emag again
src.operating = 0
operating = FALSE
return 1
/obj/machinery/door/window/close(forced=0)
@@ -159,17 +159,17 @@
if(forced < 2)
if(emagged)
return 0
src.operating = 1
operating = TRUE
do_animate("closing")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state = src.base_state
src.density = 1
density = TRUE
air_update_turf(1)
update_freelook_sight()
sleep(10)
src.operating = 0
operating = FALSE
return 1
/obj/machinery/door/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
@@ -206,13 +206,13 @@
/obj/machinery/door/window/emag_act(mob/user)
if(!operating && density && !emagged)
operating = 1
operating = TRUE
flick("[src.base_state]spark", src)
sleep(6)
operating = 0
operating = FALSE
desc += "<BR><span class='warning'>Its access panel is smoking slightly.</span>"
open()
emagged = 1
emagged = TRUE
/obj/machinery/door/window/attackby(obj/item/weapon/I, mob/living/user, params)
@@ -245,11 +245,11 @@
WA.facing = "r"
if("leftsecure")
WA.facing = "l"
WA.secure = 1
WA.secure = TRUE
if("rightsecure")
WA.facing = "r"
WA.secure = 1
WA.anchored = 1
WA.secure = TRUE
WA.anchored = TRUE
WA.state= "02"
WA.setDir(src.dir)
WA.ini_dir = src.dir
+4 -4
View File
@@ -5,8 +5,8 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
desc = "A highly precise directional sensor array which measures the release of quants from decaying tachyons. The doppler shifting of the mirror-image formed by these quants can reveal the size, location and temporal affects of energetic disturbances within a large radius ahead of the array.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
icon = 'icons/obj/machines/research.dmi'
icon_state = "tdoppler"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/integrated = 0
var/max_dist = 100
verb_say = "states coldly"
@@ -25,11 +25,11 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
/obj/machinery/doppler_array/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/weapon/wrench))
if(!anchored && !isinspace())
anchored = 1
anchored = TRUE
power_change()
to_chat(user, "<span class='notice'>You fasten [src].</span>")
else if(anchored)
anchored = 0
anchored = FALSE
power_change()
to_chat(user, "<span class='notice'>You unfasten [src].</span>")
playsound(loc, O.usesound, 50, 1)
+2 -2
View File
@@ -10,8 +10,8 @@
icon = 'icons/obj/machines/droneDispenser.dmi'
icon_state = "on"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
max_integrity = 250
integrity_failure = 80
@@ -6,7 +6,7 @@
/obj/machinery/doorButtons
power_channel = ENVIRON
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
@@ -28,7 +28,7 @@
/obj/machinery/doorButtons/emag_act(mob/user)
if(!emagged)
emagged = 1
emagged = TRUE
req_access = list()
req_one_access = list()
playsound(src.loc, "sparks", 100, 1)
@@ -67,7 +67,7 @@
if(controller && !controller.busy && door)
if(controller.stat & NOPOWER)
return
busy = 1
busy = TRUE
update_icon()
if(door.density)
if(!controller.exteriorAirlock || !controller.interiorAirlock)
@@ -80,7 +80,7 @@
else
controller.onlyClose(door)
sleep(20)
busy = 0
busy = FALSE
update_icon()
/obj/machinery/doorButtons/access_button/update_icon()
@@ -218,7 +218,7 @@
/obj/machinery/doorButtons/airlock_controller/proc/goIdle(update)
lostPower = 0
busy = 0
busy = FALSE
if(update)
update_icon()
updateUsrDialog()
@@ -206,7 +206,7 @@
icon_state = "airlock_control_standby"
name = "airlock console"
density = 0
density = FALSE
frequency = 1449
power_channel = ENVIRON
@@ -21,10 +21,10 @@
var/datum/computer/file/embedded_program/program
name = "embedded controller"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
var/on = 1
var/on = TRUE
/obj/machinery/embedded_controller/interact(mob/user)
user.set_machine(src)
@@ -43,7 +43,7 @@
icon_state = "airlock_control_standby"
name = "vent controller"
density = 0
density = FALSE
frequency = 1229
power_channel = ENVIRON
+4 -4
View File
@@ -14,7 +14,7 @@
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
anchored = 1
anchored = TRUE
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
@@ -33,7 +33,7 @@
src.setDir(dir)
if(building)
buildstage = 0
panel_open = 1
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
@@ -79,7 +79,7 @@
/obj/machinery/firealarm/emag_act(mob/user)
if(!emagged)
emagged = 1
emagged = TRUE
if(user)
user.visible_message("<span class='warning'>Sparks fly out of the [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
@@ -109,7 +109,7 @@
/obj/machinery/firealarm/proc/reset_in(time)
addtimer(CALLBACK(src, .proc/reset), time)
/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+5 -5
View File
@@ -13,16 +13,16 @@
var/base_state = "mflash"
max_integrity = 250
integrity_failure = 100
anchored = 1
anchored = TRUE
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1-p"
strength = 80
anchored = 0
anchored = FALSE
base_state = "pflash"
density = 1
density = TRUE
/obj/machinery/flasher/New(loc, ndir = 0, built = 0)
..() // ..() is EXTREMELY IMPORTANT, never forget to add it
@@ -173,13 +173,13 @@
if (!anchored && !isinspace())
to_chat(user, "<span class='notice'>[src] is now secured.</span>")
add_overlay("[base_state]-s")
anchored = 1
anchored = TRUE
power_change()
proximity_monitor.SetRange(range)
else
to_chat(user, "<span class='notice'>[src] can now be moved.</span>")
cut_overlays()
anchored = 0
anchored = FALSE
power_change()
proximity_monitor.SetRange(0)
+4 -4
View File
@@ -4,8 +4,8 @@
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_taken"
req_access = list(GLOB.access_security) //reqaccess to access all stored items
density = 0
anchored = 1
density = FALSE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 2500
@@ -27,7 +27,7 @@
/obj/machinery/gulag_item_reclaimer/emag_act(mob/user)
if(!emagged) // emagging lets anyone reclaim all the items
req_access = list()
emagged = 1
emagged = TRUE
/obj/machinery/gulag_item_reclaimer/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/card/id/prisoner))
@@ -42,7 +42,7 @@
to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
return ..()
/obj/machinery/gulag_item_reclaimer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/gulag_item_reclaimer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+3 -3
View File
@@ -11,9 +11,9 @@ The console is located at computer/gulag_teleporter.dm
desc = "A bluespace teleporter used for teleporting prisoners to the labor camp."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
state_open = 0
density = 1
anchored = 1
state_open = FALSE
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 200
active_power_usage = 5000
+2 -2
View File
@@ -34,7 +34,7 @@ Possible to do for anyone motivated enough:
icon_state = "holopad0"
layer = LOW_OBJ_LAYER
flags = HEAR
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 100
@@ -295,7 +295,7 @@ Possible to do for anyone motivated enough:
Hologram.copy_known_languages_from(user,replace = TRUE)
Hologram.mouse_opacity = 0//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.anchored = 1//So space wind cannot drag it.
Hologram.anchored = TRUE//So space wind cannot drag it.
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
+3 -3
View File
@@ -4,8 +4,8 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "igniter1"
var/id = null
var/on = 1
anchored = 1
var/on = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
@@ -58,7 +58,7 @@
var/last_spark = 0
var/base_state = "migniter"
var/datum/effect_system/spark_spread/spark_system
anchored = 1
anchored = TRUE
resistance_flags = FIRE_PROOF
/obj/machinery/sparker/New()

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