Changes some 1s and 0s to TRUE and FALSE (#1967)
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committed by
kevinz000
parent
1b70c06474
commit
ff6bbbedf5
@@ -193,7 +193,7 @@
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var/invis_view = SEE_INVISIBLE_LIVING
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var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
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var/lighting_alpha
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var/emagged = 0
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var/emagged = FALSE
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var/list/icon/current = list() //the current hud icons
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var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
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strip_delay = 20
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@@ -19,12 +19,12 @@
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/obj/item/clothing/glasses/hud/emp_act(severity)
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if(emagged == 0)
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emagged = 1
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emagged = TRUE
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desc = "[desc] The display is flickering slightly."
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/obj/item/clothing/glasses/hud/emag_act(mob/user)
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if(emagged == 0)
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emagged = 1
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emagged = TRUE
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to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
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desc = "[desc] The display is flickering slightly."
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@@ -4,7 +4,7 @@
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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var/brightness_on = 4 //luminosity when on
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var/on = 0
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var/on = FALSE
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item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
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armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50)
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flags_inv = 0
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@@ -4,7 +4,7 @@
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name = "mk-honk prototype shoes"
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desc = "Lost prototype of advanced clown tech. Powered by bananium, these shoes leave a trail of chaos in their wake."
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icon_state = "clown_prototype_off"
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var/on = 0
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var/on = FALSE
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var/datum/material_container/bananium
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actions_types = list(/datum/action/item_action/toggle)
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@@ -91,7 +91,7 @@
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user.update_atom_colour()
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user.animate_movement = FORWARD_STEPS
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user.notransform = 0
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user.anchored = 0
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user.anchored = FALSE
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teleporting = 0
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for(var/obj/item/I in user.held_items)
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if(I in hands_nodrop)
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@@ -136,7 +136,7 @@
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user.animate_movement = NO_STEPS
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user.changeNext_move(8 + phase_in_ds)
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user.notransform = 1
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user.anchored = 1
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user.anchored = TRUE
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user.Stun(INFINITY)
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animate(user, color = "#00ccee", time = 3)
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@@ -241,8 +241,8 @@
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/obj/effect/chronos_cam
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name = "Chronosuit View"
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density = 0
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anchored = 1
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density = FALSE
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anchored = TRUE
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invisibility = INVISIBILITY_ABSTRACT
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opacity = 0
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mouse_opacity = 0
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@@ -8,7 +8,7 @@
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
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var/basestate = "hardsuit"
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var/brightness_on = 4 //luminosity when on
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var/on = 0
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var/on = FALSE
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var/obj/item/clothing/suit/space/hardsuit/suit
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item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite)
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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@@ -226,7 +226,7 @@
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item_state = "syndie_helm"
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item_color = "syndi"
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armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
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on = 1
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on = TRUE
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var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
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actions_types = list(/datum/action/item_action/toggle_helmet_mode)
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visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
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@@ -320,7 +320,7 @@
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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visor_flags_inv = 0
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visor_flags = 0
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on = 0
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on = FALSE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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@@ -346,7 +346,7 @@
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item_color = "owl"
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visor_flags_inv = 0
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visor_flags = 0
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on = 0
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on = FALSE
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/obj/item/clothing/suit/space/hardsuit/syndi/owl
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name = "owl hardsuit"
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@@ -44,7 +44,7 @@
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75)
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resistance_flags = FIRE_PROOF
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var/brightness_on = 4 //luminosity when the light is on
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var/on = 0
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var/on = FALSE
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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/obj/item/clothing/head/helmet/space/plasmaman/attack_self(mob/user)
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@@ -35,7 +35,7 @@
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/obj/item/clothing/suit/hooded/proc/RemoveHood()
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src.icon_state = "[initial(icon_state)]"
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suittoggled = 0
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suittoggled = FALSE
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if(ishuman(hood.loc))
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var/mob/living/carbon/H = hood.loc
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H.transferItemToLoc(hood, src, TRUE)
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@@ -61,7 +61,7 @@
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to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
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return
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else if(H.equip_to_slot_if_possible(hood,slot_head,0,0,1))
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suittoggled = 1
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suittoggled = TRUE
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src.icon_state = "[initial(icon_state)]_t"
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H.update_inv_wear_suit()
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for(var/X in actions)
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@@ -112,10 +112,10 @@
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to_chat(usr, "<span class='notice'>You toggle [src]'s [togglename].</span>")
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if(src.suittoggled)
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src.icon_state = "[initial(icon_state)]"
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src.suittoggled = 0
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src.suittoggled = FALSE
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else if(!src.suittoggled)
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src.icon_state = "[initial(icon_state)]_t"
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src.suittoggled = 1
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src.suittoggled = TRUE
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usr.update_inv_wear_suit()
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for(var/X in actions)
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var/datum/action/A = X
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@@ -164,7 +164,7 @@
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/obj/item/clothing/suit/space/hardsuit/proc/RemoveHelmet()
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if(!helmet)
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return
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suittoggled = 0
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suittoggled = FALSE
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if(ishuman(helmet.loc))
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var/mob/living/carbon/H = helmet.loc
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if(helmet.on)
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@@ -196,7 +196,7 @@
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return
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else if(H.equip_to_slot_if_possible(helmet,slot_head,0,0,1))
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to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
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suittoggled = 1
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suittoggled = TRUE
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H.update_inv_wear_suit()
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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else
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