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

This commit is contained in:
CitadelStationBot
2017-07-10 16:13:16 -07:00
committed by kevinz000
parent 1b70c06474
commit ff6bbbedf5
522 changed files with 1924 additions and 1917 deletions
+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()
+1 -1
View File
@@ -2,7 +2,7 @@
name = "\improper IV drip"
icon = 'icons/obj/iv_drip.dmi'
icon_state = "iv_drip"
anchored = 0
anchored = FALSE
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/mob/living/carbon/attached = null
var/mode = 1 // 1 is injecting, 0 is taking blood.
+1 -1
View File
@@ -259,7 +259,7 @@
var/sending = TRUE
var/obj/machinery/launchpad/briefcase/pad
/obj/item/device/launchpad_remote/ui_interact(mob/user, ui_key = "launchpad_remote", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
/obj/item/device/launchpad_remote/ui_interact(mob/user, ui_key = "launchpad_remote", 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)
ui = new(user, src, ui_key, "launchpad_remote", "Briefcase Launchpad Remote", 550, 400, master_ui, state) //width, height
+2 -2
View File
@@ -5,8 +5,8 @@
name = "light switch"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
anchored = 1
var/on = 1
anchored = TRUE
var/on = TRUE
var/area/area = null
var/otherarea = null
// luminosity = 1
+6 -6
View File
@@ -9,16 +9,16 @@
desc = "It grows new limbs using Synthflesh."
icon = 'icons/obj/machines/limbgrower.dmi'
icon_state = "limbgrower_idleoff"
density = 1
density = TRUE
container_type = OPENCONTAINER
var/operating = 0
anchored = 1
var/operating = FALSE
anchored = TRUE
use_power = IDLE_POWER_USE
var/disabled = 0
idle_power_usage = 10
active_power_usage = 100
var/busy = 0
var/busy = FALSE
var/prod_coeff = 1
var/datum/design/being_built
@@ -117,7 +117,7 @@
var/power = max(2000, synth_cost/5)
if(reagents.has_reagent("synthflesh", being_built.reagents_list["synthflesh"]*prod_coeff))
busy = 1
busy = TRUE
use_power(power)
flick("limbgrower_fill",src)
icon_state = "limbgrower_idleon"
@@ -140,7 +140,7 @@
new buildpath(loc)
else
src.visible_message("<span class=\"error\"> Something went very wrong and there isnt enough synthflesh anymore!</span>")
busy = 0
busy = FALSE
flick("limbgrower_unfill",src)
icon_state = "limbgrower_idleoff"
updateUsrDialog()
+10 -10
View File
@@ -102,7 +102,7 @@ Class Procs:
max_integrity = 200
var/stat = 0
var/emagged = 0
var/emagged = FALSE
var/use_power = IDLE_POWER_USE
//0 = dont run the auto
//1 = run auto, use idle
@@ -114,13 +114,13 @@ Class Procs:
var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames.
var/uid
var/global/gl_uid = 1
var/panel_open = 0
var/state_open = 0
var/panel_open = FALSE
var/state_open = FALSE
var/critical_machine = FALSE //If this machine is critical to station operation and should have the area be excempted from power failures.
var/list/occupant_typecache = list(/mob/living) // turned into typecache in Initialize
var/atom/movable/occupant = null
var/unsecuring_tool = /obj/item/weapon/wrench
var/interact_open = 0 // Can the machine be interacted with when in maint/when the panel is open.
var/interact_open = FALSE // Can the machine be interacted with when in maint/when the panel is open.
var/interact_offline = 0 // Can the machine be interacted with while de-powered.
var/speed_process = 0 // Process as fast as possible?
@@ -162,8 +162,8 @@ Class Procs:
..()
/obj/machinery/proc/open_machine(drop = 1)
state_open = 1
density = 0
state_open = TRUE
density = FALSE
if(drop)
dropContents()
update_icon()
@@ -179,8 +179,8 @@ Class Procs:
occupant = null
/obj/machinery/proc/close_machine(atom/movable/target = null)
state_open = 0
density = 1
state_open = FALSE
density = TRUE
if(!target)
for(var/am in loc)
if(!is_type_in_typecache(am, occupant_typecache))
@@ -351,11 +351,11 @@ Class Procs:
if(istype(S) && !(flags & NODECONSTRUCT))
playsound(loc, S.usesound, 50, 1)
if(!panel_open)
panel_open = 1
panel_open = TRUE
icon_state = icon_state_open
to_chat(user, "<span class='notice'>You open the maintenance hatch of [src].</span>")
else
panel_open = 0
panel_open = FALSE
icon_state = icon_state_closed
to_chat(user, "<span class='notice'>You close the maintenance hatch of [src].</span>")
return 1
+5 -5
View File
@@ -12,7 +12,7 @@
desc = "A device that uses station power to create points of magnetic energy."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
@@ -21,7 +21,7 @@
var/magnetic_field = 1 // the range of magnetic attraction
var/code = 0 // frequency code, they should be different unless you have a group of magnets working together or something
var/turf/center // the center of magnetic attraction
var/on = 0
var/on = FALSE
var/pulling = 0
// x, y modifiers to the center turf; (0, 0) is centered on the magnet, whereas (1, -1) is one tile right, one tile down
@@ -140,7 +140,7 @@
/obj/machinery/magnetic_module/process()
if(stat & NOPOWER)
on = 0
on = FALSE
// Sanity checks:
if(electricity_level <= 0)
@@ -197,8 +197,8 @@
name = "magnetic control console"
icon = 'icons/obj/airlock_machines.dmi' // uses an airlock machine icon, THINK GREEN HELP THE ENVIRONMENT - RECYCLING!
icon_state = "airlock_control_standby"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 45
var/frequency = 1449
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "The finest in spring-loaded piston toy technology, now on a space station near you."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mass_driver"
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 50
+3 -3
View File
@@ -9,12 +9,12 @@
desc = "A radio beacon used for bot navigation."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
anchored = 1
anchored = TRUE
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
var/open = 0 // true if cover is open
var/locked = 1 // true if controls are locked
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
var/freq = 1445 // radio frequency
var/location = "" // location response text
var/list/codes // assoc. list of transponder codes
+4 -4
View File
@@ -17,7 +17,7 @@ GLOBAL_LIST_EMPTY(allCasters)
var/icon/img = null
var/time_stamp = ""
var/list/datum/newscaster/feed_comment/comments = list()
var/locked = 0
var/locked = FALSE
var/caption = ""
var/creationTime
var/authorCensor
@@ -58,7 +58,7 @@ GLOBAL_LIST_EMPTY(allCasters)
/datum/newscaster/feed_channel
var/channel_name = ""
var/list/datum/newscaster/feed_message/messages = list()
var/locked = 0
var/locked = FALSE
var/author = ""
var/censored = 0
var/list/authorCensorTime = list()
@@ -183,7 +183,7 @@ GLOBAL_LIST_EMPTY(allCasters)
var/securityCaster = 0
var/unit_no = 0
var/alert_delay = 500
var/alert = 0
var/alert = FALSE
var/scanned_user = "Unknown"
var/msg = ""
var/obj/item/weapon/photo/photo = null
@@ -191,7 +191,7 @@ GLOBAL_LIST_EMPTY(allCasters)
var/c_locked=0
var/datum/newscaster/feed_channel/viewing_channel = null
var/allow_comments = 1
anchored = 1
anchored = TRUE
/obj/machinery/newscaster/security_unit
name = "security newscaster"
+8 -8
View File
@@ -2,8 +2,8 @@
name = "pipe dispenser"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/wait = 0
/obj/machinery/pipedispenser/attack_paw(mob/user)
@@ -83,7 +83,7 @@
"[user] fastens \the [src].", \
"<span class='notice'>You fasten \the [src]. Now it can dispense pipes.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 1
anchored = TRUE
stat &= MAINT
if (usr.machine==src)
usr << browse(null, "window=pipedispenser")
@@ -96,7 +96,7 @@
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src]. Now it can be pulled somewhere else.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 0
anchored = FALSE
stat |= ~MAINT
power_change()
else
@@ -107,8 +107,8 @@
name = "disposal pipe dispenser"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
/*
//Allow you to push disposal pipes into it (for those with density 1)
@@ -181,8 +181,8 @@ Nah
name = "transit tube dispenser"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
/obj/machinery/pipedispenser/disposal/transit_tube/attack_hand(mob/user)
if(..())
@@ -8,10 +8,10 @@
name = "turret"
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
anchored = 1
anchored = TRUE
layer = OBJ_LAYER
invisibility = INVISIBILITY_OBSERVER //the turret is invisible if it's inside its cover
density = 1
density = TRUE
use_power = IDLE_POWER_USE //this turret uses and requires power
idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power
@@ -32,7 +32,7 @@
integrity_failure = 80
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
var/locked = 1 //if the turret's behaviour control access is locked
var/locked = TRUE //if the turret's behaviour control access is locked
var/controllock = 0 //if the turret responds to control panels
var/installation = /obj/item/weapon/gun/energy/e_gun/turret //the type of weapon installed by default
@@ -253,7 +253,7 @@
//This code handles moving the turret around. After all, it's a portable turret!
if(!anchored && !isinspace())
anchored = 1
anchored = TRUE
invisibility = INVISIBILITY_MAXIMUM
update_icon()
to_chat(user, "<span class='notice'>You secure the exterior bolts on the turret.</span>")
@@ -261,7 +261,7 @@
cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
cover.parent_turret = src //make the cover's parent src
else if(anchored)
anchored = 0
anchored = FALSE
to_chat(user, "<span class='notice'>You unsecure the exterior bolts on the turret.</span>")
update_icon()
invisibility = 0
@@ -285,12 +285,12 @@
if(!emagged)
to_chat(user, "<span class='warning'>You short out [src]'s threat assessment circuits.</span>")
visible_message("[src] hums oddly...")
emagged = 1
emagged = TRUE
controllock = 1
on = 0 //turns off the turret temporarily
on = FALSE //turns off the turret temporarily
update_icon()
sleep(60) //6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
on = 1 //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
on = TRUE //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
/obj/machinery/porta_turret/emp_act(severity)
@@ -643,11 +643,11 @@
desc = "Used to control a room's automated defenses."
icon = 'icons/obj/machines/turret_control.dmi'
icon_state = "control_standby"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/enabled = 1
var/lethal = 0
var/locked = 1
var/locked = TRUE
var/control_area = null //can be area name, path or nothing.
var/ailock = 0 // AI cannot use this
req_access = list(GLOB.access_ai_upload)
@@ -658,7 +658,7 @@
..()
if(built)
setDir(ndir)
locked = 0
locked = FALSE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
power_change() //Checks power and initial settings
@@ -719,8 +719,8 @@
/obj/machinery/turretid/emag_act(mob/user)
if(!emagged)
to_chat(user, "<span class='danger'>You short out the turret controls' access analysis module.</span>")
emagged = 1
locked = 0
emagged = TRUE
locked = FALSE
if(user && user.machine == src)
attack_hand(user)
@@ -921,11 +921,11 @@
if(on)
if(team_color == "blue")
if(istype(P, /obj/item/projectile/beam/lasertag/redtag))
on = 0
on = FALSE
spawn(100)
on = 1
on = TRUE
else if(team_color == "red")
if(istype(P, /obj/item/projectile/beam/lasertag/bluetag))
on = 0
on = FALSE
spawn(100)
on = 1
on = TRUE
@@ -12,7 +12,7 @@
name = "turret frame"
icon = 'icons/obj/turrets.dmi'
icon_state = "turret_frame"
density = 1
density = TRUE
var/build_step = PTURRET_UNSECURED //the current step in the building process
var/finish_name = "turret" //the name applied to the product turret
var/obj/item/weapon/gun/installed_gun = null
@@ -24,7 +24,7 @@
if(istype(I, /obj/item/weapon/wrench) && !anchored)
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You secure the external bolts.</span>")
anchored = 1
anchored = TRUE
build_step = PTURRET_BOLTED
return
@@ -49,7 +49,7 @@
else if(istype(I, /obj/item/weapon/wrench))
playsound(loc, I.usesound, 75, 1)
to_chat(user, "<span class='notice'>You unfasten the external bolts.</span>")
anchored = 0
anchored = FALSE
build_step = PTURRET_UNSECURED
return
@@ -7,9 +7,9 @@
name = "turret"
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
anchored = 1
anchored = TRUE
layer = HIGH_OBJ_LAYER
density = 0
density = FALSE
max_integrity = 80
var/obj/machinery/porta_turret/parent_turret = null
@@ -46,12 +46,12 @@
return
if(!parent_turret.anchored)
parent_turret.anchored = 1
parent_turret.anchored = TRUE
to_chat(user, "<span class='notice'>You secure the exterior bolts on the turret.</span>")
parent_turret.invisibility = 0
parent_turret.update_icon()
else
parent_turret.anchored = 0
parent_turret.anchored = FALSE
to_chat(user, "<span class='notice'>You unsecure the exterior bolts on the turret.</span>")
parent_turret.invisibility = INVISIBILITY_MAXIMUM
parent_turret.update_icon()
@@ -90,7 +90,7 @@
if(!parent_turret.emagged)
to_chat(user, "<span class='notice'>You short out [parent_turret]'s threat assessment circuits.</span>")
visible_message("[parent_turret] hums oddly...")
parent_turret.emagged = 1
parent_turret.emagged = TRUE
parent_turret.on = 0
spawn(40)
parent_turret.on = 1
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A bluespace quantum-linked telepad used for teleporting objects to other quantum pads."
icon = 'icons/obj/telescience.dmi'
icon_state = "qpad-idle"
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 200
active_power_usage = 5000
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "recharger0"
desc = "A charging dock for energy based weaponry."
anchored = 1
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 4
active_power_usage = 250
+5 -5
View File
@@ -2,15 +2,15 @@
name = "cyborg recharging station"
icon = 'icons/obj/objects.dmi'
icon_state = "borgcharger0"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 1000
req_access = list(GLOB.access_robotics)
var/recharge_speed
var/repairs
state_open = 1
state_open = TRUE
/obj/machinery/recharge_station/New()
..()
@@ -105,8 +105,8 @@
use_power = ACTIVE_POWER_USE
add_fingerprint(R)
break
state_open = 0
density = 1
state_open = FALSE
density = TRUE
update_icon()
/obj/machinery/recharge_station/update_icon()
+2 -2
View File
@@ -6,8 +6,8 @@
icon = 'icons/obj/recycling.dmi'
icon_state = "grinder-o0"
layer = ABOVE_ALL_MOB_LAYER // Overhead
anchored = 1
density = 1
anchored = TRUE
density = TRUE
var/safety_mode = FALSE // Temporarily stops machine if it detects a mob
var/icon_name = "grinder-o"
var/blood = 0
+4 -4
View File
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
/obj/machinery/requests_console
name = "requests console"
desc = "A console intended to send requests to different departments on the station."
anchored = 1
anchored = TRUE
icon = 'icons/obj/terminals.dmi'
icon_state = "req_comp0"
var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department
@@ -47,7 +47,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/announcementConsole = 0
// 0 = This console cannot be used to send department announcements
// 1 = This console can send department announcements
var/open = 0 // 1 if open
var/open = FALSE // 1 if open
var/announceAuth = 0 //Will be set to 1 when you authenticate yourself for announcements
var/msgVerified = "" //Will contain the name of the person who verified it
var/msgStamped = "" //If a message is stamped, this will contain the stamp name
@@ -490,10 +490,10 @@ GLOBAL_LIST_EMPTY(allConsoles)
if(istype(O, /obj/item/weapon/crowbar))
if(open)
to_chat(user, "<span class='notice'>You close the maintenance panel.</span>")
open = 0
open = FALSE
else
to_chat(user, "<span class='notice'>You open the maintenance panel.</span>")
open = 1
open = TRUE
update_icon()
return
if(istype(O, /obj/item/weapon/screwdriver))
+5 -5
View File
@@ -2,10 +2,10 @@
name = "robotic fabricator"
icon = 'icons/obj/robotics.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/metal_amount = 0
var/operating = 0
var/operating = FALSE
var/obj/item/being_built = null
use_power = IDLE_POWER_USE
idle_power_usage = 20
@@ -127,7 +127,7 @@ Please wait until completion...</TT><BR>
var/building = text2path(build_type)
if (!isnull(building))
if (src.metal_amount >= build_cost)
src.operating = 1
operating = TRUE
src.use_power = ACTIVE_POWER_USE
src.metal_amount = max(0, src.metal_amount - build_cost)
@@ -142,7 +142,7 @@ Please wait until completion...</TT><BR>
src.being_built.loc = get_turf(src)
src.being_built = null
src.use_power = IDLE_POWER_USE
src.operating = 0
operating = FALSE
cut_overlay("fab-active")
return
+13 -13
View File
@@ -3,9 +3,9 @@
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
density = TRUE
opacity = 0
anchored = 1
anchored = TRUE
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
max_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
CanAtmosPass = ATMOS_PASS_DENSITY
@@ -16,7 +16,7 @@
air_update_turf(1)
/obj/structure/emergency_shield/Destroy()
density = 0
density = FALSE
air_update_turf(1)
return ..()
@@ -74,15 +74,15 @@
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
density = TRUE
opacity = 0
anchored = 0
anchored = FALSE
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(GLOB.access_engine)
max_integrity = 100
var/active = FALSE
var/list/deployed_shields
var/locked = 0
var/locked = FALSE
var/shield_range = 4
/obj/machinery/shieldgen/Initialize(mapload)
@@ -176,14 +176,14 @@
if(!anchored && !isinspace())
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You secure \the [src] to the floor!</span>")
anchored = 1
anchored = TRUE
else if(anchored)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You unsecure \the [src] from the floor!</span>")
if(active)
to_chat(user, "<span class='notice'>\The [src] shuts off!</span>")
shields_down()
anchored = 0
anchored = FALSE
else if(W.GetID())
if(allowed(user))
@@ -214,8 +214,8 @@
desc = "A shield generator."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "Shield_Gen"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
req_access = list(GLOB.access_teleporter)
flags = CONDUCT
use_power = NO_POWER_USE
@@ -223,7 +223,7 @@
var/active = FALSE
var/power = 0
var/maximum_stored_power = 500
var/locked = 1
var/locked = TRUE
var/shield_range = 8
var/obj/structure/cable/attached // the attached cable
@@ -386,8 +386,8 @@
desc = "An energy shield."
icon = 'icons/effects/effects.dmi'
icon_state = "shieldwall"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
light_range = 3
var/needs_power = FALSE
+4 -4
View File
@@ -17,8 +17,8 @@
desc = "Gambling for the antisocial."
icon = 'icons/obj/economy.dmi'
icon_state = "slots1"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
circuit = /obj/item/weapon/circuitboard/computer/slot_machine
@@ -102,7 +102,7 @@
/obj/machinery/computer/slot_machine/emag_act()
if(!emagged)
emagged = 1
emagged = TRUE
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(4, 0, src.loc)
spark_system.start()
@@ -163,7 +163,7 @@
if(prob(15 * severity))
return
if(prob(1)) // :^)
emagged = 1
emagged = TRUE
var/severity_ascending = 4 - severity
money = max(rand(money - (200 * severity_ascending), money + (200 * severity_ascending)), 0)
balance = max(rand(balance - (50 * severity_ascending), balance + (50 * severity_ascending)), 0)
+3 -3
View File
@@ -3,8 +3,8 @@
#define HEATER_MODE_COOL "cool"
/obj/machinery/space_heater
anchored = 0
density = 1
anchored = FALSE
density = TRUE
interact_open = TRUE
icon = 'icons/obj/atmos.dmi'
icon_state = "sheater-off"
@@ -176,7 +176,7 @@
else
return ..()
/obj/machinery/space_heater/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/space_heater/ui_interact(mob/user, ui_key = "main", 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)
+4 -4
View File
@@ -15,8 +15,8 @@
icon = 'icons/obj/status_display.dmi'
icon_state = "frame"
name = "status display"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 10
var/mode = 1 // 0 = Blank
@@ -202,8 +202,8 @@
desc = "A small screen which the AI can use to present itself."
icon_state = "frame"
name = "\improper AI display"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/mode = 0 // 0 = Blank
// 1 = AI emoticon
+3 -3
View File
@@ -4,8 +4,8 @@
desc = "An industrial unit made to hold space suits. It comes with a built-in UV cauterization mechanism. A small warning label advises that organic matter should not be placed into the unit."
icon = 'icons/obj/suitstorage.dmi'
icon_state = "close"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
max_integrity = 250
var/obj/item/clothing/suit/space/suit = null
@@ -320,7 +320,7 @@
return ..()
/obj/machinery/suit_storage_unit/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
/obj/machinery/suit_storage_unit/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)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
+4 -4
View File
@@ -7,8 +7,8 @@
icon = 'icons/obj/singularity.dmi'
icon_state = "beacon"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
stat = 0
verb_say = "states"
@@ -60,7 +60,7 @@
return
if(anchored)
anchored = 0
anchored = FALSE
to_chat(user, "<span class='notice'>You unscrew the beacon from the floor.</span>")
disconnect_from_network()
return
@@ -68,7 +68,7 @@
if(!connect_to_network())
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
return
anchored = 1
anchored = TRUE
to_chat(user, "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>")
return
else
+4 -4
View File
@@ -7,8 +7,8 @@
icon_state = "syndicate-bomb"
desc = "A large and menacing device. Can be bolted down with a wrench."
anchored = 0
density = 0
anchored = FALSE
density = FALSE
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -120,14 +120,14 @@
else
to_chat(user, "<span class='notice'>You firmly wrench the bomb to the floor.</span>")
playsound(loc, I.usesound, 50, 1)
anchored = 1
anchored = TRUE
if(active)
to_chat(user, "<span class='notice'>The bolts lock in place.</span>")
else
if(!active)
to_chat(user, "<span class='notice'>You wrench the bomb from the floor.</span>")
playsound(loc, I.usesound, 50, 1)
anchored = 0
anchored = FALSE
else
to_chat(user, "<span class='warning'>The bolts are locked down!</span>")
@@ -7,8 +7,8 @@
name = "telecommunications mainframe"
icon_state = "comm_server"
desc = "A compact machine used for portable subspace telecommuniations processing."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = NO_POWER_USE
idle_power_usage = 0
machinetype = 6
@@ -12,8 +12,8 @@ GLOBAL_VAR_INIT(message_delay, 0) // To make sure restarting the recentmessages
name = "subspace broadcaster"
icon_state = "broadcaster"
desc = "A dish-shaped machine used to broadcast processed subspace signals."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 25
machinetype = 5
@@ -12,8 +12,8 @@
name = "bus mainframe"
icon_state = "bus"
desc = "A mighty piece of hardware used to send massive amounts of data quickly."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
machinetype = 2
@@ -13,8 +13,8 @@
name = "telecommunication hub"
icon_state = "hub"
desc = "A mighty piece of hardware used to send/receive massive amounts of data."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 80
machinetype = 7
@@ -11,8 +11,8 @@
name = "processor unit"
icon_state = "processor"
desc = "This machine is used to process large quantities of information."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 30
machinetype = 3
@@ -11,8 +11,8 @@
name = "subspace receiver"
icon_state = "broadcast receiver"
desc = "This machine has a dish-like shape and green lights. It is designed to detect and process subspace radio activity."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 30
machinetype = 1
@@ -10,8 +10,8 @@
name = "telecommunication relay"
icon_state = "relay"
desc = "A mighty piece of hardware used to send massive amounts of data far away."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 30
machinetype = 8
@@ -82,5 +82,5 @@
/obj/machinery/telecomms/relay/preset/ruskie
id = "Ruskie Relay"
hide = 1
toggled = 0
toggled = FALSE
autolinkers = list("r_relay")
@@ -11,8 +11,8 @@
name = "telecommunication server"
icon_state = "comm_server"
desc = "A machine used to store data and network statistics."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 15
machinetype = 4
@@ -26,8 +26,8 @@ GLOBAL_LIST_EMPTY(telecomms_list)
var/list/freq_listening = list() // list of frequencies to tune into: if none, will listen to all
var/machinetype = 0 // just a hacky way of preventing alike machines from pairing
var/toggled = 1 // Is it toggled on
var/on = 1
var/toggled = TRUE // Is it toggled on
var/on = TRUE
var/long_range_link = 0 // Can you link it across Z levels or on the otherside of the map? (Relay & Hub)
var/hide = 0 // Is it a hidden machine?
var/listening_level = 0 // 0 = auto set in New() - this is the z level that the machine is listening to.
@@ -193,11 +193,11 @@ GLOBAL_LIST_EMPTY(telecomms_list)
if(toggled)
if(stat & (BROKEN|NOPOWER|EMPED)) // if powered, on. if not powered, off. if too damaged, off
on = 0
on = FALSE
else
on = 1
on = TRUE
else
on = 0
on = FALSE
/obj/machinery/telecomms/process()
update_power()
+2 -2
View File
@@ -219,8 +219,8 @@
/obj/machinery/teleport
name = "teleport"
icon = 'icons/obj/machines/teleporter.dmi'
density = 1
anchored = 1
density = TRUE
anchored = TRUE
/obj/machinery/teleport/hub
name = "teleporter hub"
+2 -2
View File
@@ -6,8 +6,8 @@
icon = 'icons/obj/recycling.dmi'
icon_state = "separator-AO1"
layer = ABOVE_ALL_MOB_LAYER // Overhead
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/transform_dead = 0
var/transform_standing = 0
var/cooldown_duration = 600 // 1 minute
+3 -3
View File
@@ -16,8 +16,8 @@
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = BELOW_OBJ_LAYER
anchored = 1
density = 1
anchored = TRUE
density = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
@@ -931,7 +931,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
desc = "Wall-mounted Medical Equipment dispenser."
icon_state = "wallmed"
icon_deny = "wallmed-deny"
density = 0
density = FALSE
products = list(/obj/item/weapon/reagent_containers/syringe = 3,/obj/item/weapon/reagent_containers/pill/patch/styptic = 5,
/obj/item/weapon/reagent_containers/pill/patch/silver_sulf = 5,/obj/item/weapon/reagent_containers/pill/charcoal = 2,
/obj/item/weapon/reagent_containers/spray/medical/sterilizer = 1)
+8 -8
View File
@@ -3,10 +3,10 @@
desc = "Gets rid of those pesky bloodstains, or your money back!"
icon = 'icons/obj/machines/washing_machine.dmi'
icon_state = "wm_1_0"
density = 1
anchored = 1
state_open = 1
var/busy = 0
density = TRUE
anchored = TRUE
state_open = TRUE
var/busy = FALSE
var/bloody_mess = 0
var/has_corgi = 0
var/obj/item/color_source
@@ -34,7 +34,7 @@
if(has_corgi)
bloody_mess = 1
busy = 1
busy = TRUE
update_icon()
sleep(200)
wash_cycle()
@@ -52,7 +52,7 @@
AM.clean_blood()
AM.machine_wash(src)
busy = 0
busy = FALSE
if(color_source)
qdel(color_source)
color_source = null
@@ -237,7 +237,7 @@
if(!state_open)
open_machine()
else
state_open = 0 //close the door
state_open = FALSE //close the door
update_icon()
/obj/machinery/washing_machine/deconstruct(disassembled = TRUE)
@@ -246,6 +246,6 @@
/obj/machinery/washing_machine/open_machine(drop = 1)
..()
density = 1 //because machinery/open_machine() sets it to 0
density = TRUE //because machinery/open_machine() sets it to 0
color_source = null
has_corgi = 0
+2 -2
View File
@@ -5,8 +5,8 @@
icon_state = "syndbeacon"
use_power = NO_POWER_USE
anchored = 1
density = 1
anchored = TRUE
density = TRUE
var/charges = 1
var/insisting = 0