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

This commit is contained in:
CitadelStationBot
2017-07-10 18:13:16 -05:00
committed by kevinz000
parent 1b70c06474
commit ff6bbbedf5
522 changed files with 1924 additions and 1917 deletions
@@ -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
+4 -4
View File
@@ -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>")
+5 -5
View File
@@ -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
View File
@@ -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()
+2 -2
View File
@@ -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
+6 -6
View File
@@ -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.
+9 -9
View File
@@ -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)
+1 -1
View File
@@ -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)
+6 -6
View File
@@ -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)
+1 -1
View File
@@ -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
+2 -2
View File
@@ -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.
+4 -4
View File
@@ -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)
+5 -5
View File
@@ -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
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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
+3 -3
View File
@@ -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)
+9 -9
View File
@@ -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)
+6 -6
View File
@@ -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
+1 -1
View File
@@ -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
+5 -5
View File
@@ -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
+1 -1
View File
@@ -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
+3 -3
View File
@@ -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()
+4 -4
View File
@@ -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