Changes some 1s and 0s to TRUE and FALSE (#1967)
This commit is contained in:
committed by
kevinz000
parent
1b70c06474
commit
ff6bbbedf5
@@ -167,7 +167,7 @@
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sanitycheck = null //if a digit is repeated, reject the input
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if (input == code)
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to_chat(user, "<span class='notice'>The crate unlocks!</span>")
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locked = 0
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locked = FALSE
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cut_overlays()
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add_overlay("securecrateg")
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else if (input == null || sanitycheck == null || length(input) != codelen)
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@@ -253,8 +253,8 @@ obj/docking_port/stationary/public_mining_dock/onShuttleMove()
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/obj/structure/mining_shuttle_beacon
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name = "mining shuttle beacon"
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desc = "A bluespace beacon calibrated to mark a landing spot for the mining shuttle when deployed near the auxillary mining base."
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anchored = 0
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density = 0
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anchored = FALSE
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density = FALSE
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var/shuttle_ID = "landing_zone_dock"
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icon = 'icons/obj/objects.dmi'
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icon_state = "miningbeacon"
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@@ -343,7 +343,7 @@ obj/docking_port/stationary/public_mining_dock/onShuttleMove()
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aux_base_console.set_mining_mode() //Lets the colony park the shuttle there, now that it has a dock.
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to_chat(user, "<span class='notice'>Mining shuttle calibration successful! Shuttle interface available at base console.</span>")
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anchored = 1 //Locks in place to mark the landing zone.
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anchored = TRUE //Locks in place to mark the landing zone.
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playsound(loc, 'sound/machines/ping.ogg', 50, 0)
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/obj/structure/mining_shuttle_beacon/proc/clear_cooldown()
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@@ -129,7 +129,7 @@
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hammer_synced = null
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return ..()
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/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
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/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = FALSE)
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if(isliving(target))
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var/mob/living/L = target
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var/had_effect = (L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)) //used as a boolean
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@@ -77,8 +77,8 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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M.Knockdown(320) // Keep them from moving during the duration of the extraction
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M.buckled = 0 // Unbuckle them to prevent anchoring problems
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else
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A.anchored = 1
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A.density = 0
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A.anchored = TRUE
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A.density = FALSE
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var/obj/effect/extraction_holder/holder_obj = new(A.loc)
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holder_obj.appearance = A.appearance
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A.loc = holder_obj
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@@ -128,7 +128,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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holder_obj.add_overlay(balloon3)
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sleep(4)
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holder_obj.cut_overlay(balloon3)
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A.anchored = 0 // An item has to be unanchored to be extracted in the first place.
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A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
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A.density = initial(A.density)
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animate(holder_obj, pixel_z = 0, time = 5)
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sleep(5)
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@@ -154,8 +154,8 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_point"
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anchored = 1
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density = 0
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anchored = TRUE
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density = FALSE
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var/beacon_network = "station"
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/obj/structure/extraction_point/Initialize()
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@@ -5,8 +5,8 @@
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desc = "A stacking console with an electromagnetic writer, used to track ore mined by prisoners."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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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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var/obj/machinery/mineral/stacking_machine/laborstacker/stacking_machine = null
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var/machinedir = SOUTH
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var/obj/item/weapon/card/id/prisoner/inserted_id
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@@ -34,7 +34,7 @@
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to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
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return ..()
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/obj/machinery/mineral/labor_claim_console/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
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/obj/machinery/mineral/labor_claim_console/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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@@ -122,7 +122,7 @@
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/obj/machinery/mineral/labor_claim_console/emag_act(mob/user)
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if(!emagged)
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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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@@ -148,8 +148,8 @@
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desc = "A console used by prisoners to check the progress on their quotas. Simply swipe a prisoner ID."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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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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/obj/machinery/mineral/labor_points_checker/attack_hand(mob/user)
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user.examinate(src)
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@@ -3,7 +3,7 @@
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desc = "A punching bag. Can you get to speed level 4???"
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icon = 'goon/icons/obj/fitness.dmi'
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icon_state = "punchingbag"
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anchored = 1
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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var/list/hit_sounds = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg',\
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'sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg', 'sound/weapons/punch4.ogg')
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@@ -17,8 +17,8 @@
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desc = "Just looking at this thing makes you feel tired."
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icon = 'goon/icons/obj/fitness.dmi'
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icon_state = "fitnesslifter"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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/obj/structure/stacklifter/attack_hand(mob/living/user)
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if(in_use)
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@@ -55,8 +55,8 @@
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desc = "Just looking at this thing makes you feel tired."
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icon = 'goon/icons/obj/fitness.dmi'
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icon_state = "fitnessweight"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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/obj/structure/weightlifter/attack_hand(mob/living/user)
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if(in_use)
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@@ -4,8 +4,8 @@
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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name = "Input area"
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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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/obj/machinery/mineral/input/New()
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icon_state = "blank"
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@@ -14,8 +14,8 @@
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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name = "Output area"
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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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/obj/machinery/mineral/output/New()
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icon_state = "blank"
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@@ -6,8 +6,8 @@
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name = "production machine console"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/obj/machinery/mineral/processing_unit/machine = null
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var/machinedir = EAST
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speed_process = 1
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@@ -63,8 +63,8 @@
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name = "furnace"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "furnace"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/obj/machinery/mineral/CONSOLE = null
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var/datum/material_container/materials
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var/on = FALSE
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@@ -153,7 +153,7 @@
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ore_diamond -= 1
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generate_mineral(/obj/item/stack/sheet/mineral/adamantine)
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else
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on = 0
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on = FALSE
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver >= 1 && ore_plasma >= 3)
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@@ -161,7 +161,7 @@
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ore_plasma -= 3
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generate_mineral(/obj/item/stack/sheet/mineral/mythril)
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else
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on = 0
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on = FALSE
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continue*/
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/obj/machinery/mineral/processing_unit/proc/smelt_ore()
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@@ -6,8 +6,8 @@
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desc = "A machine that accepts ore and instantly transforms it into workable material sheets. Points for ore are generated based on type and can be redeemed at a mining equipment vendor."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "ore_redemption"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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input_dir = NORTH
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output_dir = SOUTH
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req_access = list(GLOB.access_mineral_storeroom)
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@@ -211,7 +211,7 @@
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return
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interact(user)
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/obj/machinery/mineral/ore_redemption/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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/obj/machinery/mineral/ore_redemption/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)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "ore_redemption_machine", "Ore Redemption Machine", 440, 550, master_ui, state)
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@@ -4,8 +4,8 @@
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name = "stacking machine console"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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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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var/obj/machinery/mineral/stacking_machine/machine = null
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var/machinedir = SOUTHEAST
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speed_process = 1
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@@ -60,8 +60,8 @@
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name = "stacking machine"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "stacker"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/obj/machinery/mineral/stacking_unit_console/CONSOLE
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var/stk_types = list()
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var/stk_amt = list()
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@@ -5,8 +5,8 @@
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name = "unloading machine"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "unloader"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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input_dir = WEST
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output_dir = EAST
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speed_process = 1
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@@ -5,8 +5,8 @@
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desc = "An equipment vendor for miners, points collected at an ore redemption machine can be spent here."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "mining"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/obj/item/weapon/card/id/inserted_id
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var/list/prize_list = list( //if you add something to this, please, for the love of god, use tabs and not spaces.
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new /datum/data/mining_equipment("1 Marker Beacon", /obj/item/stack/marker_beacon, 10),
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@@ -3,7 +3,7 @@
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//this item is intended to give the effect of entering the mine, so that light gradually fades
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/obj/effect/light_emitter
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name = "Light emitter"
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anchored = 1
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anchored = TRUE
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invisibility = 101
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var/set_luminosity = 8
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var/set_cap = 0
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@@ -5,11 +5,11 @@
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name = "coin press"
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icon = 'icons/obj/economy.dmi'
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icon_state = "coinpress0"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/datum/material_container/materials
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = 0
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var/processing = FALSE
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var/chosen = MAT_METAL //which material will be used to make coins
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var/coinsToProduce = 10
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speed_process = 1
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@@ -77,7 +77,7 @@
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coinsToProduce = Clamp(coinsToProduce + text2num(href_list["chooseAmt"]), 0, 1000)
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if(href_list["makeCoins"])
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var/temp_coins = coinsToProduce
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processing = 1
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processing = TRUE
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icon_state = "coinpress1"
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var/coin_mat = MINERAL_MATERIAL_AMOUNT * 0.2
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var/datum/material/M = materials.materials[chosen]
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@@ -93,7 +93,7 @@
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sleep(5)
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icon_state = "coinpress0"
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processing = 0
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processing = FALSE
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coinsToProduce = temp_coins
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src.updateUsrDialog()
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return
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@@ -6,7 +6,7 @@
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icon_state = "orebox"
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name = "ore box"
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desc = "A heavy wooden box, which can be filled with a lot of ores."
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density = 1
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density = TRUE
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pressure_resistance = 5*ONE_ATMOSPHERE
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/obj/structure/ore_box/attackby(obj/item/weapon/W, mob/user, params)
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