Changes some 1s and 0s to TRUE and FALSE (#1967)
This commit is contained in:
committed by
kevinz000
parent
1b70c06474
commit
ff6bbbedf5
@@ -3,8 +3,8 @@
|
||||
desc = "Holds antimatter."
|
||||
icon = 'icons/obj/machines/antimatter.dmi'
|
||||
icon_state = "jar"
|
||||
density = 0
|
||||
anchored = 0
|
||||
density = FALSE
|
||||
anchored = FALSE
|
||||
force = 8
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
|
||||
icon = 'icons/obj/machines/antimatter.dmi'
|
||||
icon_state = "control"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 100
|
||||
active_power_usage = 1000
|
||||
@@ -164,14 +164,14 @@
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
|
||||
"<span class='italics'>You hear a ratchet.</span>")
|
||||
src.anchored = 1
|
||||
src.anchored = TRUE
|
||||
connect_to_network()
|
||||
else if(!linked_shielding.len > 0)
|
||||
playsound(src.loc, W.usesound, 75, 1)
|
||||
user.visible_message("[user.name] unsecures the [src.name].", \
|
||||
"<span class='notice'>You remove the anchor bolts.</span>", \
|
||||
"<span class='italics'>You hear a ratchet.</span>")
|
||||
src.anchored = 0
|
||||
src.anchored = FALSE
|
||||
disconnect_from_network()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</span>")
|
||||
|
||||
@@ -13,15 +13,15 @@
|
||||
|
||||
icon = 'icons/obj/machines/antimatter.dmi'
|
||||
icon_state = "shield"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
dir = NORTH
|
||||
use_power = NO_POWER_USE//Living things generally dont use power
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 0
|
||||
|
||||
var/obj/machinery/power/am_control_unit/control_unit = null
|
||||
var/processing = 0//To track if we are in the update list or not, we need to be when we are damaged and if we ever
|
||||
var/processing = FALSE//To track if we are in the update list or not, we need to be when we are damaged and if we ever
|
||||
var/stability = 100//If this gets low bad things tend to happen
|
||||
var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
|
||||
var/coredirs = 0
|
||||
@@ -186,7 +186,7 @@
|
||||
|
||||
|
||||
/obj/machinery/am_shielding/proc/setup_core()
|
||||
processing = 1
|
||||
processing = TRUE
|
||||
GLOB.machines |= src
|
||||
START_PROCESSING(SSmachines, src)
|
||||
if(!control_unit)
|
||||
@@ -197,7 +197,7 @@
|
||||
|
||||
|
||||
/obj/machinery/am_shielding/proc/shutdown_core()
|
||||
processing = 0
|
||||
processing = FALSE
|
||||
if(!control_unit)
|
||||
return
|
||||
control_unit.linked_cores.Remove(src)
|
||||
|
||||
+18
-18
@@ -43,7 +43,7 @@
|
||||
desc = "A control terminal for the area electrical systems."
|
||||
|
||||
icon_state = "apc0"
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
req_access = null
|
||||
max_integrity = 200
|
||||
@@ -61,12 +61,12 @@
|
||||
var/lighting = 3
|
||||
var/equipment = 3
|
||||
var/environ = 3
|
||||
var/operating = 1
|
||||
var/operating = TRUE
|
||||
var/charging = 0
|
||||
var/chargemode = 1
|
||||
var/chargecount = 0
|
||||
var/locked = 1
|
||||
var/coverlocked = 1
|
||||
var/locked = TRUE
|
||||
var/coverlocked = TRUE
|
||||
var/aidisabled = 0
|
||||
var/tdir = null
|
||||
var/obj/machinery/power/terminal/terminal = null
|
||||
@@ -125,7 +125,7 @@
|
||||
if (building)
|
||||
area = get_area(src)
|
||||
opened = 1
|
||||
operating = 0
|
||||
operating = FALSE
|
||||
name = "[area.name] APC"
|
||||
stat |= MAINT
|
||||
src.update_icon()
|
||||
@@ -136,9 +136,9 @@
|
||||
|
||||
if(malfai && operating)
|
||||
malfai.malf_picker.processing_time = Clamp(malfai.malf_picker.processing_time - 10,0,1000)
|
||||
area.power_light = 0
|
||||
area.power_equip = 0
|
||||
area.power_environ = 0
|
||||
area.power_light = FALSE
|
||||
area.power_equip = FALSE
|
||||
area.power_environ = FALSE
|
||||
area.power_change()
|
||||
if(occupier)
|
||||
malfvacate(1)
|
||||
@@ -372,7 +372,7 @@
|
||||
return
|
||||
//SSticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
|
||||
else if (emagged) // We emag board, not APC's frame
|
||||
emagged = 0
|
||||
emagged = FALSE
|
||||
user.visible_message(\
|
||||
"[user.name] has discarded emaged power control board from [src.name]!",\
|
||||
"<span class='notice'>You discarded shorten board.</span>")
|
||||
@@ -392,7 +392,7 @@
|
||||
return
|
||||
else if (opened!=2) //cover isn't removed
|
||||
opened = 0
|
||||
coverlocked = 1 //closing cover relocks it
|
||||
coverlocked = TRUE //closing cover relocks it
|
||||
update_icon()
|
||||
return
|
||||
else if (!(stat & BROKEN)) // b) on closed and not broken APC
|
||||
@@ -524,7 +524,7 @@
|
||||
if(do_after(user, 10, target = src))
|
||||
if(has_electronics==0)
|
||||
has_electronics = 1
|
||||
locked = 1 //We placed new, locked board in
|
||||
locked = TRUE //We placed new, locked board in
|
||||
to_chat(user, "<span class='notice'>You place the power control board inside the frame.</span>")
|
||||
qdel(W)
|
||||
|
||||
@@ -612,8 +612,8 @@
|
||||
to_chat(user, "<span class='warning'>Nothing happens!</span>")
|
||||
else
|
||||
flick("apc-spark", src)
|
||||
emagged = 1
|
||||
locked = 0
|
||||
emagged = TRUE
|
||||
locked = FALSE
|
||||
to_chat(user, "<span class='notice'>You emag the APC interface.</span>")
|
||||
update_icon()
|
||||
|
||||
@@ -635,7 +635,7 @@
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
/obj/machinery/power/apc/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)
|
||||
|
||||
@@ -718,9 +718,9 @@
|
||||
area.power_equip = (equipment > 1)
|
||||
area.power_environ = (environ > 1)
|
||||
else
|
||||
area.power_light = 0
|
||||
area.power_equip = 0
|
||||
area.power_environ = 0
|
||||
area.power_light = FALSE
|
||||
area.power_equip = FALSE
|
||||
area.power_environ = FALSE
|
||||
area.power_change()
|
||||
|
||||
/obj/machinery/power/apc/proc/can_use(mob/user, loud = 0) //used by attack_hand() and Topic()
|
||||
@@ -1155,7 +1155,7 @@
|
||||
if(malfai && operating)
|
||||
malfai.malf_picker.processing_time = Clamp(malfai.malf_picker.processing_time - 10,0,1000)
|
||||
stat |= BROKEN
|
||||
operating = 0
|
||||
operating = FALSE
|
||||
if(occupier)
|
||||
malfvacate(1)
|
||||
update_icon()
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
name = "thermoelectric generator"
|
||||
desc = "It's a high efficiency thermoelectric generator."
|
||||
icon_state = "teg"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
var/obj/machinery/atmospherics/components/binary/circulator/cold_circ
|
||||
|
||||
@@ -22,8 +22,8 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
name = "gravitational generator"
|
||||
desc = "A device which produces a graviton field when set up."
|
||||
icon = 'icons/obj/machines/gravity_generator.dmi'
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/sprite_number = 0
|
||||
@@ -121,7 +121,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
sprite_number = 8
|
||||
use_power = IDLE_POWER_USE
|
||||
interact_offline = 1
|
||||
var/on = 1
|
||||
var/on = TRUE
|
||||
var/breaker = 1
|
||||
var/list/parts = list()
|
||||
var/obj/middle = null
|
||||
@@ -132,7 +132,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
|
||||
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
|
||||
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
|
||||
on = 0
|
||||
on = FALSE
|
||||
update_list()
|
||||
for(var/obj/machinery/gravity_generator/part/O in parts)
|
||||
O.main_part = null
|
||||
@@ -153,7 +153,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
if(count == 5) // Middle
|
||||
middle = part
|
||||
if(count <= 3) // Their sprite is the top part of the generator
|
||||
part.density = 0
|
||||
part.density = FALSE
|
||||
part.layer = WALL_OBJ_LAYER
|
||||
part.sprite_number = count
|
||||
part.main_part = src
|
||||
@@ -302,7 +302,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
on = new_state
|
||||
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
|
||||
// Sound the alert if gravity was just enabled or disabled.
|
||||
var/alert = 0
|
||||
var/alert = FALSE
|
||||
var/area/A = get_area(src)
|
||||
if(SSticker.IsRoundInProgress())
|
||||
if(on) // If we turned on and the game is live.
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
desc = "A light fixture under construction."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-stage1"
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
layer = WALL_OBJ_LAYER
|
||||
max_integrity = 200
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
|
||||
@@ -153,14 +153,14 @@
|
||||
var/base_state = "tube" // base description and icon_state
|
||||
icon_state = "tube1"
|
||||
desc = "A lighting fixture."
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
layer = WALL_OBJ_LAYER
|
||||
max_integrity = 100
|
||||
use_power = ACTIVE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 20
|
||||
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
||||
var/on = 0 // 1 if on, 0 if off
|
||||
var/on = FALSE // 1 if on, 0 if off
|
||||
var/on_gs = 0
|
||||
var/static_power_used = 0
|
||||
var/brightness = 8 // luminosity when on, also used in power calculation
|
||||
@@ -220,7 +220,7 @@
|
||||
/obj/machinery/light/Destroy()
|
||||
var/area/A = get_area(src)
|
||||
if(A)
|
||||
on = 0
|
||||
on = FALSE
|
||||
// A.update_lights()
|
||||
return ..()
|
||||
|
||||
@@ -231,13 +231,13 @@
|
||||
icon_state = "[base_state][on]"
|
||||
if(LIGHT_EMPTY)
|
||||
icon_state = "[base_state]-empty"
|
||||
on = 0
|
||||
on = FALSE
|
||||
if(LIGHT_BURNED)
|
||||
icon_state = "[base_state]-burned"
|
||||
on = 0
|
||||
on = FALSE
|
||||
if(LIGHT_BROKEN)
|
||||
icon_state = "[base_state]-broken"
|
||||
on = 0
|
||||
on = FALSE
|
||||
return
|
||||
|
||||
// update the icon_state and luminosity of the light depending on its state
|
||||
@@ -274,7 +274,7 @@
|
||||
if(status == LIGHT_OK)
|
||||
status = LIGHT_BURNED
|
||||
icon_state = "[base_state]-burned"
|
||||
on = 0
|
||||
on = FALSE
|
||||
set_light(0)
|
||||
|
||||
// attempt to set the light's on/off status
|
||||
@@ -528,7 +528,7 @@
|
||||
return
|
||||
status = LIGHT_OK
|
||||
brightness = initial(brightness)
|
||||
on = 1
|
||||
on = TRUE
|
||||
update()
|
||||
|
||||
/obj/machinery/light/tesla_act(power, explosive = FALSE)
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
if(demand.len > record_size)
|
||||
demand.Cut(1, 2)
|
||||
|
||||
/obj/machinery/computer/monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
/obj/machinery/computer/monitor/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)
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
desc = "A portable generator for emergency backup power."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "portgen0_0"
|
||||
density = 1
|
||||
anchored = 0
|
||||
density = TRUE
|
||||
anchored = FALSE
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
var/active = 0
|
||||
@@ -125,7 +125,7 @@
|
||||
|
||||
/obj/machinery/power/port_gen/pacman/DropFuel()
|
||||
if(sheets)
|
||||
var/fail_safe = 0
|
||||
var/fail_safe = FALSE
|
||||
while(sheets > 0 && fail_safe < 100)
|
||||
fail_safe += 1
|
||||
var/obj/item/stack/sheet/S = new sheet_path(loc)
|
||||
@@ -195,11 +195,11 @@
|
||||
if(!anchored && !isinspace())
|
||||
connect_to_network()
|
||||
to_chat(user, "<span class='notice'>You secure the generator to the floor.</span>")
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
else if(anchored)
|
||||
disconnect_from_network()
|
||||
to_chat(user, "<span class='notice'>You unsecure the generator from the floor.</span>")
|
||||
anchored = 0
|
||||
anchored = FALSE
|
||||
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
return
|
||||
@@ -217,7 +217,7 @@
|
||||
|
||||
/obj/machinery/power/port_gen/pacman/emag_act(mob/user)
|
||||
if(!emagged)
|
||||
emagged = 1
|
||||
emagged = TRUE
|
||||
emp_act(1)
|
||||
|
||||
/obj/machinery/power/port_gen/pacman/attack_hand(mob/user)
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/obj/machinery/power
|
||||
name = null
|
||||
icon = 'icons/obj/power.dmi'
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
on_blueprints = TRUE
|
||||
var/datum/powernet/powernet = null
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "rtg"
|
||||
density = 1
|
||||
anchored = 1
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
// You can buckle someone to RTG, then open its panel. Fun stuff.
|
||||
|
||||
@@ -6,8 +6,8 @@ GLOBAL_LIST_EMPTY(rad_collectors)
|
||||
desc = "A device which uses Hawking Radiation and plasma to produce power."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "ca"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
req_access = list(GLOB.access_engine_equip)
|
||||
// use_power = NO_POWER_USE
|
||||
max_integrity = 350
|
||||
@@ -15,7 +15,7 @@ GLOBAL_LIST_EMPTY(rad_collectors)
|
||||
var/obj/item/weapon/tank/internals/plasma/loaded_tank = null
|
||||
var/last_power = 0
|
||||
var/active = 0
|
||||
var/locked = 0
|
||||
var/locked = FALSE
|
||||
var/drainratio = 1
|
||||
|
||||
/obj/machinery/power/rad_collector/New()
|
||||
@@ -122,7 +122,7 @@ GLOBAL_LIST_EMPTY(rad_collectors)
|
||||
stat |= BROKEN
|
||||
|
||||
/obj/machinery/power/rad_collector/proc/eject()
|
||||
locked = 0
|
||||
locked = FALSE
|
||||
var/obj/item/weapon/tank/internals/plasma/Z = src.loaded_tank
|
||||
if (!Z)
|
||||
return
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
desc = "An energy field."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "Contain_F"
|
||||
anchored = 1
|
||||
density = 0
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
use_power = NO_POWER_USE
|
||||
luminosity = 4
|
||||
@@ -21,14 +21,14 @@
|
||||
|
||||
/obj/machinery/field/containment/attack_hand(mob/user)
|
||||
if(get_dist(src, user) > 1)
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
shock(user)
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/field/containment/attackby(obj/item/W, mob/user, params)
|
||||
shock(user)
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
@@ -38,10 +38,10 @@
|
||||
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
|
||||
|
||||
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/field/containment/ex_act(severity, target)
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
|
||||
if(!FG1 || !FG2)
|
||||
@@ -64,15 +64,15 @@
|
||||
|
||||
/obj/machinery/field/containment/proc/set_master(master1,master2)
|
||||
if(!master1 || !master2)
|
||||
return 0
|
||||
return FALSE
|
||||
FG1 = master1
|
||||
FG2 = master2
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/field/containment/shock(mob/living/user)
|
||||
if(!FG1 || !FG2)
|
||||
qdel(src)
|
||||
return 0
|
||||
return FALSE
|
||||
..()
|
||||
|
||||
/obj/machinery/field/containment/Move()
|
||||
@@ -84,17 +84,17 @@
|
||||
// Used for overriding certain procs
|
||||
|
||||
/obj/machinery/field
|
||||
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
|
||||
var/hasShocked = FALSE //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
|
||||
|
||||
/obj/machinery/field/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
if(hasShocked)
|
||||
return 0
|
||||
return FALSE
|
||||
if(isliving(mover)) // Don't let mobs through
|
||||
shock(mover)
|
||||
return 0
|
||||
return FALSE
|
||||
if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
|
||||
bump_field(mover)
|
||||
return 0
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/machinery/field/proc/shock(mob/living/user)
|
||||
@@ -116,12 +116,12 @@
|
||||
bump_field(user)
|
||||
|
||||
/obj/machinery/field/proc/clear_shock()
|
||||
hasShocked = 0
|
||||
hasShocked = FALSE
|
||||
|
||||
/obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj)
|
||||
if(hasShocked)
|
||||
return 0
|
||||
hasShocked = 1
|
||||
return FALSE
|
||||
hasShocked = TRUE
|
||||
do_sparks(5, TRUE, AM.loc)
|
||||
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
|
||||
AM.throw_at(target, 200, 4)
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
var/icon_state_on = "emitter_+a"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
req_access = list(GLOB.access_engine_equip)
|
||||
|
||||
// The following 3 vars are mostly for the prototype
|
||||
@@ -25,7 +25,7 @@
|
||||
var/last_shot = 0
|
||||
var/shot_number = 0
|
||||
var/state = 0
|
||||
var/locked = 0
|
||||
var/locked = FALSE
|
||||
|
||||
var/projectile_type = /obj/item/projectile/beam/emitter
|
||||
|
||||
@@ -343,8 +343,8 @@
|
||||
|
||||
/obj/machinery/power/emitter/emag_act(mob/user)
|
||||
if(!emagged)
|
||||
locked = 0
|
||||
emagged = 1
|
||||
locked = FALSE
|
||||
emagged = TRUE
|
||||
if(user)
|
||||
user.visible_message("[user.name] emags the [src.name].","<span class='notice'>You short out the lock.</span>")
|
||||
|
||||
|
||||
@@ -23,8 +23,8 @@ field_generator power level display
|
||||
desc = "A large thermal battery that projects a high amount of energy when powered."
|
||||
icon = 'icons/obj/machines/field_generator.dmi'
|
||||
icon_state = "Field_Gen"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
max_integrity = 500
|
||||
//100% immune to lasers and energy projectiles since it absorbs their energy.
|
||||
@@ -202,7 +202,7 @@ field_generator power level display
|
||||
return 0
|
||||
|
||||
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
|
||||
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
|
||||
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
|
||||
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
|
||||
return 0
|
||||
else
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
desc = "An odd device which produces a Gravitational Singularity when set up."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "TheSingGen"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/magic_terror.dmi'
|
||||
pixel_x = -89
|
||||
pixel_y = -85
|
||||
density = 0
|
||||
density = FALSE
|
||||
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
|
||||
contained = 0 //Are we going to move around?
|
||||
dissipate = 0 //Do we lose energy over time?
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
desc = "Small things moving very fast."
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "particle"
|
||||
anchored = 1
|
||||
density = 0
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
var/movement_range = 10
|
||||
var/energy = 10
|
||||
var/speed = 1
|
||||
|
||||
@@ -24,8 +24,8 @@
|
||||
desc = "Part of a Particle Accelerator."
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "none"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
max_integrity = 500
|
||||
armor = list(melee = 30, bullet = 20, laser = 20, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 80)
|
||||
|
||||
@@ -99,7 +99,7 @@
|
||||
if(PA_CONSTRUCTION_UNSECURED)
|
||||
if(istype(W, /obj/item/weapon/wrench) && !isinspace())
|
||||
playsound(loc, W.usesound, 75, 1)
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
user.visible_message("[user.name] secures the [name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
construction_state = PA_CONSTRUCTION_UNWIRED
|
||||
@@ -107,7 +107,7 @@
|
||||
if(PA_CONSTRUCTION_UNWIRED)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(loc, W.usesound, 75, 1)
|
||||
anchored = 0
|
||||
anchored = FALSE
|
||||
user.visible_message("[user.name] detaches the [name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
construction_state = PA_CONSTRUCTION_UNSECURED
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
desc = "This controls the density of the particles."
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "control_box"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
idle_power_usage = 500
|
||||
active_power_usage = 10000
|
||||
@@ -272,7 +272,7 @@
|
||||
if(PA_CONSTRUCTION_UNSECURED)
|
||||
if(istype(W, /obj/item/weapon/wrench) && !isinspace())
|
||||
playsound(loc, W.usesound, 75, 1)
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
user.visible_message("[user.name] secures the [name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
construction_state = PA_CONSTRUCTION_UNWIRED
|
||||
@@ -280,7 +280,7 @@
|
||||
if(PA_CONSTRUCTION_UNWIRED)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(loc, W.usesound, 75, 1)
|
||||
anchored = 0
|
||||
anchored = FALSE
|
||||
user.visible_message("[user.name] detaches the [name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
construction_state = PA_CONSTRUCTION_UNSECURED
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
desc = "A gravitational singularity."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
layer = MASSIVE_OBJ_LAYER
|
||||
luminosity = 6
|
||||
appearance_flags = 0
|
||||
|
||||
@@ -18,8 +18,8 @@
|
||||
name = "power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit."
|
||||
icon_state = "smes"
|
||||
density = 1
|
||||
anchored = 1
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
var/capacity = 5e6 // maximum charge
|
||||
var/charge = 0 // actual charge
|
||||
@@ -333,7 +333,7 @@
|
||||
if(terminal && terminal.powernet)
|
||||
terminal.powernet.load += amount
|
||||
|
||||
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
/obj/machinery/power/smes/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)
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
desc = "A solar panel. Generates electricity when in contact with sunlight."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "sp_base"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 0
|
||||
@@ -48,7 +48,7 @@
|
||||
if(!S)
|
||||
S = new /obj/item/solar_assembly(src)
|
||||
S.glass_type = /obj/item/stack/sheet/glass
|
||||
S.anchored = 1
|
||||
S.anchored = TRUE
|
||||
else
|
||||
S.forceMove(src)
|
||||
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
|
||||
@@ -185,7 +185,7 @@
|
||||
icon_state = "sp_base"
|
||||
item_state = "electropack"
|
||||
w_class = WEIGHT_CLASS_BULKY // Pretty big!
|
||||
anchored = 0
|
||||
anchored = FALSE
|
||||
var/tracker = 0
|
||||
var/glass_type = null
|
||||
|
||||
@@ -261,8 +261,8 @@
|
||||
desc = "A controller for solar panel arrays."
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "computer"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 250
|
||||
max_integrity = 200
|
||||
@@ -347,7 +347,7 @@
|
||||
setDir(angle2dir(currentdir))
|
||||
add_overlay(mutable_appearance(icon, "solcon-o", FLY_LAYER))
|
||||
|
||||
/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
/obj/machinery/power/solar_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)
|
||||
@@ -421,7 +421,7 @@
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
qdel(src)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
|
||||
@@ -432,7 +432,7 @@
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
A.anchored = TRUE
|
||||
qdel(src)
|
||||
else if(user.a_intent != INTENT_HARM && !(I.flags & NOBLUDGEON))
|
||||
src.attack_hand(user)
|
||||
|
||||
@@ -400,7 +400,7 @@
|
||||
if(!has_reached_emergency)
|
||||
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
|
||||
message_admins("[src] has reached the emergency point [ADMIN_JMP(src)].")
|
||||
has_reached_emergency = 1
|
||||
has_reached_emergency = TRUE
|
||||
else if(damage >= damage_archived) // The damage is still going up
|
||||
radio.talk_into(src, "[warning_alert] Integrity: [get_integrity()]%", engineering_channel, get_spans(), get_default_language())
|
||||
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
|
||||
|
||||
@@ -10,10 +10,10 @@
|
||||
icon_state = "switch-dbl-up"
|
||||
var/icon_state_on = "switch-dbl-down"
|
||||
var/icon_state_off = "switch-dbl-up"
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/on = 0 //up is off, down is on
|
||||
var/busy = 0 //set to 1 when you start pulling
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
var/on = FALSE //up is off, down is on
|
||||
var/busy = FALSE //set to 1 when you start pulling
|
||||
|
||||
/obj/structure/powerswitch/simple
|
||||
icon_state = "switch-up"
|
||||
@@ -40,7 +40,7 @@
|
||||
|
||||
..()
|
||||
|
||||
busy = 1
|
||||
busy = TRUE
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] started pulling the [src]."), 1)
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
set_state(!on)
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1)
|
||||
busy = 0
|
||||
busy = FALSE
|
||||
|
||||
/obj/structure/powerswitch/proc/set_state(var/state)
|
||||
on = state
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
desc = "It's an underfloor wiring terminal for power equipment."
|
||||
level = 1
|
||||
var/obj/machinery/power/master = null
|
||||
anchored = 1
|
||||
anchored = TRUE
|
||||
layer = WIRE_TERMINAL_LAYER //a bit above wires
|
||||
|
||||
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
desc = "For the union!"
|
||||
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
|
||||
icon_state = "coil0"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
|
||||
// Executing a traitor caught releasing tesla was never this fun!
|
||||
can_buckle = TRUE
|
||||
@@ -74,7 +74,7 @@
|
||||
|
||||
/obj/machinery/power/tesla_coil/tesla_act(var/power)
|
||||
if(anchored && !panel_open)
|
||||
being_shocked = 1
|
||||
being_shocked = TRUE
|
||||
//don't lose arc power when it's not connected to anything
|
||||
//please place tesla coils all around the station to maximize effectiveness
|
||||
var/power_produced = powernet ? power / power_loss : power
|
||||
@@ -102,8 +102,8 @@
|
||||
desc = "Keep an area from being fried from Edison's Bane."
|
||||
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
|
||||
icon_state = "grounding_rod0"
|
||||
anchored = 0
|
||||
density = 1
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
|
||||
can_buckle = TRUE
|
||||
buckle_lying = FALSE
|
||||
|
||||
@@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(blacklisted_tesla_types, typecacheof(list(/obj/machinery/atmosp
|
||||
move_self = 1
|
||||
grav_pull = 0
|
||||
contained = 0
|
||||
density = 1
|
||||
density = TRUE
|
||||
energy = 0
|
||||
dissipate = 1
|
||||
dissipate_delay = 5
|
||||
|
||||
@@ -8,8 +8,8 @@
|
||||
desc = "A solar directional tracker."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "tracker"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
use_power = NO_POWER_USE
|
||||
max_integrity = 250
|
||||
integrity_failure = 50
|
||||
@@ -46,7 +46,7 @@
|
||||
S = new /obj/item/solar_assembly(src)
|
||||
S.glass_type = /obj/item/stack/sheet/glass
|
||||
S.tracker = 1
|
||||
S.anchored = 1
|
||||
S.anchored = TRUE
|
||||
S.loc = src
|
||||
update_icon()
|
||||
|
||||
|
||||
@@ -27,8 +27,8 @@
|
||||
desc = "The compressor stage of a gas turbine generator."
|
||||
icon = 'icons/obj/atmospherics/pipes/simple.dmi'
|
||||
icon_state = "compressor"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
resistance_flags = FIRE_PROOF
|
||||
CanAtmosPass = ATMOS_PASS_DENSITY
|
||||
var/obj/machinery/power/turbine/turbine
|
||||
@@ -47,8 +47,8 @@
|
||||
desc = "A gas turbine used for backup power generation."
|
||||
icon = 'icons/obj/atmospherics/pipes/simple.dmi'
|
||||
icon_state = "turbine"
|
||||
anchored = 1
|
||||
density = 1
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
resistance_flags = FIRE_PROOF
|
||||
CanAtmosPass = ATMOS_PASS_DENSITY
|
||||
var/opened = 0
|
||||
|
||||
Reference in New Issue
Block a user