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
+4 -4
View File
@@ -71,9 +71,9 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
desc = "A wizard spell"
panel = "Spells"
var/sound = null //The sound the spell makes when it is cast
anchored = 1 // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
anchored = TRUE // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
pass_flags = PASSTABLE
density = 0
density = FALSE
opacity = 0
var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit?
@@ -288,8 +288,8 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.anchored = 1
spell.density = 0
spell.anchored = TRUE
spell.density = FALSE
QDEL_IN(spell, overlay_lifespan)
/obj/effect/proc_holder/spell/proc/after_cast(list/targets)
+1 -1
View File
@@ -7,7 +7,7 @@
var/summon_lifespan = 0 // 0=permanent, any other time in deciseconds
var/summon_amt = 1 //amount of objects summoned
var/summon_ignore_density = 0 //if set to 1, adds dense tiles to possible spawn places
var/summon_ignore_density = FALSE //if set to 1, adds dense tiles to possible spawn places
var/summon_ignore_prev_spawn_points = 0 //if set to 1, each new object is summoned on a new spawn point
var/list/newVars = list() //vars of the summoned objects will be replaced with those where they meet
@@ -75,8 +75,8 @@
var/reappearing = 0
var/movedelay = 0
var/movespeed = 2
density = 0
anchored = 1
density = FALSE
anchored = TRUE
invisibility = 60
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -62,7 +62,7 @@
/obj/effect/cross_action
name = "cross me"
desc = "for crossing"
anchored = 1
anchored = TRUE
/obj/effect/cross_action/spacetime_dist
name = "spacetime distortion"