Changes some 1s and 0s to TRUE and FALSE (#1967)
This commit is contained in:
committed by
kevinz000
parent
1b70c06474
commit
ff6bbbedf5
@@ -7,7 +7,7 @@
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throw_speed = 2
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throw_range = 4
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flags = CONDUCT
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var/status = 0 //0 - not readied //1 - bomb finished with welder
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var/status = FALSE //0 - not readied //1 - bomb finished with welder
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var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
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origin_tech = "materials=1;engineering=1"
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@@ -44,12 +44,12 @@
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return
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if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
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if(!status)
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status = 1
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status = TRUE
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GLOB.bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
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to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
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else
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status = 0
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status = FALSE
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GLOB.bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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to_chat(user, "<span class='notice'>The hole has been closed.</span>")
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add_fingerprint(user)
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@@ -5,8 +5,8 @@
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materials = list(MAT_METAL=1000, MAT_GLASS=500)
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origin_tech = "magnets=2;materials=2"
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var/on = 0
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var/visible = 0
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var/on = FALSE
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var/visible = FALSE
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var/obj/effect/beam/i_beam/first = null
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var/obj/effect/beam/i_beam/last = null
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@@ -35,7 +35,7 @@
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if(secured)
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START_PROCESSING(SSobj, src)
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else
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on = 0
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on = FALSE
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if(first)
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qdel(first)
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STOP_PROCESSING(SSobj, src)
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@@ -67,12 +67,12 @@
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if(T)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
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I.master = src
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I.density = 1
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I.density = TRUE
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I.setDir(dir)
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first = I
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step(I, I.dir)
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if(first)
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I.density = 0
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I.density = FALSE
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I.vis_spread(visible)
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I.limit = 8
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I.process()
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@@ -164,9 +164,9 @@
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var/obj/effect/beam/i_beam/previous = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0
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var/visible = FALSE
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var/left = null
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anchored = 1
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anchored = TRUE
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/obj/effect/beam/i_beam/proc/hit()
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@@ -198,13 +198,13 @@
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if(!next && (limit > 0))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.density = TRUE
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I.setDir(dir)
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I.previous = src
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next = I
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step(I, I.dir)
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if(next)
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I.density = 0
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I.density = FALSE
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I.vis_spread(visible)
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I.limit = limit - 1
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master.last = I
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@@ -160,7 +160,7 @@ Code:
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// It's necessary because the signaler doens't have an off state.
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// Generated during grenade construction. -Sayu
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/obj/item/device/assembly/signaler/reciever
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var/on = 0
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var/on = FALSE
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/obj/item/device/assembly/signaler/reciever/proc/toggle_safety()
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on = !on
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