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[MIRROR] remove /effect/ from non-effect paths (#1139)
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Co-authored-by: Spookerton <[email protected]>
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SierraHelper and Spookerton authored Oct 14, 2023
1 parent 30a7dd2 commit b1f2547
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Showing 600 changed files with 30,103 additions and 30,100 deletions.
6 changes: 6 additions & 0 deletions .git-blame-ignore-revs
Original file line number Diff line number Diff line change
Expand Up @@ -26,3 +26,9 @@
bf996203dfc4b09f8dc4dd73b532f9ee49691776
bfa20cdc17d1794969331c4272c4a8d7ad523a44
bca4aa1184eca550a6d9543a93d720ba6dc10b20

# obj/effect/ -> obj/
8cd28ed954d5873c1b20f35ce58aa5820803ec4c

# datum/effect/effect/system & datum/effect/system -> datum/effect
96f09a4736ccdc33d9651aa9f162d27e3263b127
4 changes: 2 additions & 2 deletions code/__defines/_renderer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -264,7 +264,7 @@ GLOBAL_LIST_EMPTY(zmimic_renderers)
*/


/// Renders the /obj/effect/effect/warp example effect as well as gravity catapult effects
/// Renders the /obj/effect/warp example effect as well as gravity catapult effects
/atom/movable/renderer/warp
name = "Warp Effect"
group = RENDER_GROUP_NONE
Expand Down Expand Up @@ -293,7 +293,7 @@ GLOBAL_LIST_EMPTY(zmimic_renderers)

if (quality == GLOB.PREF_LOW)
QDEL_NULL(gas_heat_object)
gas_heat_object = new /obj/effect/heat(null)
gas_heat_object = new /obj/heat(null)
else
QDEL_NULL(gas_heat_object)
if (quality == GLOB.PREF_MED)
Expand Down
8 changes: 4 additions & 4 deletions code/__defines/fluids.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,11 +10,11 @@
#define ADD_ACTIVE_FLUID_SOURCE(T) SSfluids.water_sources[T] = TRUE
#define REMOVE_ACTIVE_FLUID_SOURCE(T) SSfluids.water_sources -= T

// Expects /obj/effect/fluid for F.
// Expects /obj/fluid for F.
#define ADD_ACTIVE_FLUID(F) SSfluids.active_fluids[F] = TRUE
#define REMOVE_ACTIVE_FLUID(F) SSfluids.active_fluids -= F

// Expects /obj/effect/fluid for F, int for amt.
// Expects /obj/fluid for F, int for amt.
#define LOSE_FLUID(F, amt) \
F:fluid_amount = max(-1, F:fluid_amount - amt); \
ADD_ACTIVE_FLUID(F)
Expand Down Expand Up @@ -44,9 +44,9 @@
UPDATE_FLUID_BLOCKED_DIRS(next); \
if((next.fluid_blocked_dirs & GLOB.reverse_dir[spread_dir]) || !next.CanFluidPass(spread_dir)) continue; \
flooded_a_neighbor = TRUE; \
var/obj/effect/fluid/F = locate() in next; \
var/obj/fluid/F = locate() in next; \
if(!F && !dry_run) {\
F = new /obj/effect/fluid(next); \
F = new /obj/fluid(next); \
var/datum/gas_mixture/GM = T:return_air(); \
if(GM) F.temperature = GM.temperature; \
} \
Expand Down
2 changes: 1 addition & 1 deletion code/_helpers/turfs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -176,7 +176,7 @@
if(O.simulated)
O.forceMove(new_turf)
else if(istype(O,/obj/effect))
var/obj/effect/E = O
var/obj/E = O
if(E.movable_flags & MOVABLE_FLAG_EFFECTMOVE)
E.forceMove(new_turf)

Expand Down
2 changes: 1 addition & 1 deletion code/_helpers/unsorted.dm
Original file line number Diff line number Diff line change
Expand Up @@ -926,7 +926,7 @@ GLOBAL_LIST_INIT(duplicate_object_disallowed_vars, list(
. = TRUE
if(locate(/obj/structure/table, T))
. = TRUE
if(locate(/obj/effect/rune, T))
if(locate(/obj/rune, T))
. = TRUE

if(M == user)
Expand Down
2 changes: 1 addition & 1 deletion code/_onclick/ghost.dm
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,6 @@
return


/obj/effect/portal/attack_ghost(mob/user as mob)
/obj/portal/attack_ghost(mob/user as mob)
if(target)
user.forceMove(get_turf(target))
2 changes: 1 addition & 1 deletion code/_onclick/hud/action.dm
Original file line number Diff line number Diff line change
Expand Up @@ -67,7 +67,7 @@
item.ui_action_click(owner)
//if(AB_SPELL)
// if(target)
// var/obj/effect/proc_holder/spell = target
// var/obj/proc_holder/spell = target
// spell.Click()
if(AB_INNATE)
if(!active)
Expand Down
2 changes: 1 addition & 1 deletion code/controllers/subsystems/ambient_lighting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -221,7 +221,7 @@ SUBSYSTEM_DEF(ambient_lighting) //A simple SS that handles updating ambient ligh
break

if (needs_ambience)
var/obj/effect/overmap/visitable/sector/exoplanet/E = map_sectors["[target.z]"]
var/obj/overmap/visitable/sector/exoplanet/E = map_sectors["[target.z]"]
if (istype(E))
if(E.ambient_group_index > 0)
var/datum/ambient_group/A = ambient_groups[E.ambient_group_index]
Expand Down
22 changes: 11 additions & 11 deletions code/controllers/subsystems/fluids.dm
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ SUBSYSTEM_DEF(fluids)

// We need to iterate through this list a few times, so we're using indexes instead of a while-truncate loop.
while (af_index <= length(processing_fluids))
var/obj/effect/fluid/F = processing_fluids[af_index++]
var/obj/fluid/F = processing_fluids[af_index++]
if (QDELETED(F))
processing_fluids -= F
else
Expand All @@ -77,10 +77,10 @@ SUBSYSTEM_DEF(fluids)
var/turf/current = get_turf(F)
if(istype(current, /turf/simulated/open))
var/turf/T = GetBelow(F)
var/obj/effect/fluid/other = locate() in T
var/obj/fluid/other = locate() in T
if((!istype(other) || other.fluid_amount < FLUID_MAX_DEPTH) && T.CanFluidPass(UP))
if(!other)
other = new /obj/effect/fluid(T)
other = new /obj/fluid(T)
F.equalizing_fluids += other
downward_fluid_overlay_position = length(F.equalizing_fluids)
UPDATE_FLUID_BLOCKED_DIRS(F.start_loc)
Expand All @@ -97,11 +97,11 @@ SUBSYSTEM_DEF(fluids)
var/turf/current = get_turf(F)
if((F.fluid_amount + current.height) <= T.height) //Water cannot flow up height differences
continue
var/obj/effect/fluid/other = locate() in T.contents
var/obj/fluid/other = locate() in T.contents
if(other && (QDELETED(other) || other.fluid_amount <= FLUID_DELETING))
continue
if(!other)
other = new /obj/effect/fluid(T)
other = new /obj/fluid(T)
other.temperature = F.temperature
F.equalizing_fluids += other

Expand All @@ -111,7 +111,7 @@ SUBSYSTEM_DEF(fluids)
af_index = 1

while (af_index <= length(processing_fluids))
var/obj/effect/fluid/F = processing_fluids[af_index++]
var/obj/fluid/F = processing_fluids[af_index++]
if (QDELETED(F))
processing_fluids -= F
else
Expand All @@ -125,7 +125,7 @@ SUBSYSTEM_DEF(fluids)

// Flow downward first, since gravity. TODO: add check for gravity.
if(length(F.equalizing_fluids) >= downward_fluid_overlay_position)
var/obj/effect/fluid/downward_fluid = F.equalizing_fluids[downward_fluid_overlay_position]
var/obj/fluid/downward_fluid = F.equalizing_fluids[downward_fluid_overlay_position]
if(downward_fluid.z == F.z-1) // It's below us.
F.equalizing_fluids -= downward_fluid
var/transfer_amount = min(F.fluid_amount, (FLUID_MAX_DEPTH-downward_fluid.fluid_amount))
Expand All @@ -137,7 +137,7 @@ SUBSYSTEM_DEF(fluids)

var/setting_dir = 0

for(var/obj/effect/fluid/other in F.equalizing_fluids)
for(var/obj/fluid/other in F.equalizing_fluids)
if(!istype(other) || QDELETED(other) || other.fluid_amount <= FLUID_DELETING)
F.equalizing_fluids -= other
continue
Expand All @@ -155,7 +155,7 @@ SUBSYSTEM_DEF(fluids)
F.equalize_avg_depth = floor(F.equalize_avg_depth/length(F.equalizing_fluids))
F.equalize_avg_temp = floor(F.equalize_avg_temp/length(F.equalizing_fluids))
for(var/thing in F.equalizing_fluids)
var/obj/effect/fluid/other = thing
var/obj/fluid/other = thing
if(!QDELETED(other))
SET_FLUID_DEPTH(other, F.equalize_avg_depth)
other.temperature = F.equalize_avg_temp
Expand All @@ -169,7 +169,7 @@ SUBSYSTEM_DEF(fluids)
af_index = 1

while (af_index <= length(processing_fluids))
var/obj/effect/fluid/F = processing_fluids[af_index++]
var/obj/fluid/F = processing_fluids[af_index++]
if (QDELETED(F))
processing_fluids -= F
else
Expand Down Expand Up @@ -202,7 +202,7 @@ SUBSYSTEM_DEF(fluids)
next_water_act = world.time + water_act_delay
af_index = 1
while (af_index <= length(processing_fluids))
var/obj/effect/fluid/F = processing_fluids[af_index++]
var/obj/fluid/F = processing_fluids[af_index++]
var/turf/T = get_turf(F)
if(istype(T) && !QDELETED(F))
for(var/atom/movable/A in T.contents)
Expand Down
4 changes: 2 additions & 2 deletions code/controllers/subsystems/jobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -481,7 +481,7 @@ SUBSYSTEM_DEF(jobs)
if(!joined_late || job.latejoin_at_spawnpoints)
var/obj/S = job.get_roundstart_spawnpoint()

if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
if(istype(S, /obj/landmark/start) && istype(S.loc, /turf))
H.forceMove(S.loc)
else
var/datum/spawnpoint/spawnpoint = job.get_spawnpoint(H.client)
Expand Down Expand Up @@ -555,7 +555,7 @@ SUBSYSTEM_DEF(jobs)
return positions_by_department["[dept]"] || list()

/datum/controller/subsystem/jobs/proc/spawn_empty_ai()
for(var/obj/effect/landmark/start/S in landmarks_list)
for(var/obj/landmark/start/S in landmarks_list)
if(S.name != "AI")
continue
if(locate(/mob/living) in S.loc)
Expand Down
2 changes: 1 addition & 1 deletion code/controllers/subsystems/processing/vines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(vines)
priority = SS_PRIORITY_VINES
wait = 80

process_proc = /obj/effect/vine/Process
process_proc = /obj/vine/Process

var/list/vine_list

Expand Down
20 changes: 10 additions & 10 deletions code/controllers/subsystems/shuttle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -66,18 +66,18 @@ SUBSYSTEM_DEF(shuttle)
initialize_sector(sector)
sectors_to_initialize = null

/datum/controller/subsystem/shuttle/proc/register_landmark(shuttle_landmark_tag, obj/effect/shuttle_landmark/shuttle_landmark)
/datum/controller/subsystem/shuttle/proc/register_landmark(shuttle_landmark_tag, obj/shuttle_landmark/shuttle_landmark)
if (registered_shuttle_landmarks[shuttle_landmark_tag])
CRASH("Attempted to register shuttle landmark with tag [shuttle_landmark_tag], but it is already registered!")
if (istype(shuttle_landmark))
registered_shuttle_landmarks[shuttle_landmark_tag] = shuttle_landmark
last_landmark_registration_time = world.time

var/obj/effect/overmap/visitable/O = landmarks_still_needed[shuttle_landmark_tag]
var/obj/overmap/visitable/O = landmarks_still_needed[shuttle_landmark_tag]
if(O) //These need to be added to sectors, which we handle.
try_add_landmark_tag(shuttle_landmark_tag, O)
landmarks_still_needed -= shuttle_landmark_tag
else if(istype(shuttle_landmark, /obj/effect/shuttle_landmark/automatic)) //These find their sector automatically
else if(istype(shuttle_landmark, /obj/shuttle_landmark/automatic)) //These find their sector automatically
O = map_sectors["[shuttle_landmark.z]"]
O ? O.add_landmark(shuttle_landmark, shuttle_landmark.shuttle_restricted) : (landmarks_awaiting_sector += shuttle_landmark)

Expand All @@ -86,7 +86,7 @@ SUBSYSTEM_DEF(shuttle)

//Checks if the given sector's landmarks have initialized; if so, registers them with the sector, if not, marks them for assignment after they come in.
//Also adds automatic landmarks that were waiting on their sector to spawn.
/datum/controller/subsystem/shuttle/proc/initialize_sector(obj/effect/overmap/visitable/given_sector)
/datum/controller/subsystem/shuttle/proc/initialize_sector(obj/overmap/visitable/given_sector)
given_sector.populate_sector_objects() // This is a late init operation that sets up the sector's map_z and does non-overmap-related init tasks.

for(var/landmark_tag in given_sector.initial_generic_waypoints)
Expand All @@ -100,13 +100,13 @@ SUBSYSTEM_DEF(shuttle)

var/landmarks_to_check = landmarks_awaiting_sector.Copy()
for(var/thing in landmarks_to_check)
var/obj/effect/shuttle_landmark/automatic/landmark = thing
var/obj/shuttle_landmark/automatic/landmark = thing
if(landmark.z in given_sector.map_z)
given_sector.add_landmark(landmark, landmark.shuttle_restricted)
landmarks_awaiting_sector -= landmark

/datum/controller/subsystem/shuttle/proc/try_add_landmark_tag(landmark_tag, obj/effect/overmap/visitable/given_sector)
var/obj/effect/shuttle_landmark/landmark = get_landmark(landmark_tag)
/datum/controller/subsystem/shuttle/proc/try_add_landmark_tag(landmark_tag, obj/overmap/visitable/given_sector)
var/obj/shuttle_landmark/landmark = get_landmark(landmark_tag)
if(!landmark)
return

Expand Down Expand Up @@ -140,17 +140,17 @@ SUBSYSTEM_DEF(shuttle)
return
overmap_halted = !overmap_halted
for(var/ship in ships)
var/obj/effect/overmap/visitable/ship/ship_effect = ship
var/obj/overmap/visitable/ship/ship_effect = ship
overmap_halted ? ship_effect.halt() : ship_effect.unhalt()

/datum/controller/subsystem/shuttle/proc/ship_by_name(name)
for (var/obj/effect/overmap/visitable/ship/ship in ships)
for (var/obj/overmap/visitable/ship/ship in ships)
if (ship.name == name)
return ship
return null

/datum/controller/subsystem/shuttle/proc/ship_by_type(type)
for (var/obj/effect/overmap/visitable/ship/ship in ships)
for (var/obj/overmap/visitable/ship/ship in ships)
if (ship.type == type)
return ship
return null
Expand Down
6 changes: 3 additions & 3 deletions code/controllers/subsystems/skybox.dm
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ SUBSYSTEM_DEF(skybox)
if (!skybox_cache["[z]"])
skybox_cache["[z]"] = generate_skybox(z)
if (GLOB.using_map.use_overmap)
var/obj/effect/overmap/visitable/O = map_sectors["[z]"]
var/obj/overmap/visitable/O = map_sectors["[z]"]
if (istype(O))
for (var/zlevel in O.map_z)
skybox_cache["[zlevel]"] = skybox_cache["[z]"]
Expand All @@ -66,11 +66,11 @@ SUBSYSTEM_DEF(skybox)
base.AddOverlays(stars)
res.AddOverlays(base)
if (GLOB.using_map.use_overmap && use_overmap_details)
var/obj/effect/overmap/visitable/O = map_sectors["[z]"]
var/obj/overmap/visitable/O = map_sectors["[z]"]
if (istype(O))
var/image/overmap = image(skybox_icon)
overmap.AddOverlays(O.generate_skybox())
for (var/obj/effect/overmap/visitable/other in O.loc)
for (var/obj/overmap/visitable/other in O.loc)
if (other != O)
overmap.AddOverlays(other.get_skybox_representation())
overmap.appearance_flags |= RESET_COLOR
Expand Down
2 changes: 1 addition & 1 deletion code/controllers/subsystems/turf_fire.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ SUBSYSTEM_DEF(turf_fire)
var/list/fires = list()

/datum/controller/subsystem/turf_fire/fire()
for(var/obj/effect/turf_fire/fire as anything in fires)
for(var/obj/turf_fire/fire as anything in fires)
fire.Process()
if(MC_TICK_CHECK)
return
22 changes: 11 additions & 11 deletions code/datums/beam.dm
Original file line number Diff line number Diff line change
Expand Up @@ -24,11 +24,11 @@
///The beam will qdel if it's longer than this many tiles.
var/max_distance = 0
///the objects placed in the elements list
var/beam_type = /obj/effect/ebeam
var/beam_type = /obj/ebeam
///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
var/obj/effect/ebeam/visuals
var/obj/ebeam/visuals

/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=INFINITY,maxdistance=INFINITY,btype = /obj/effect/ebeam)
/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=INFINITY,maxdistance=INFINITY,btype = /obj/ebeam)
origin = beam_origin
target = beam_target
max_distance = maxdistance
Expand Down Expand Up @@ -96,7 +96,7 @@
for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
if(QDELETED(src))
break
var/obj/effect/ebeam/X = new beam_type(origin_turf)
var/obj/ebeam/X = new beam_type(origin_turf)
X.owner = src
elements += X

Expand Down Expand Up @@ -137,22 +137,22 @@
X.pixel_y = Pixel_y
CHECK_TICK

/obj/effect/ebeam
/obj/ebeam
mouse_opacity = MOUSE_OPACITY_UNCLICKABLE
anchored = TRUE
var/datum/beam/owner

/obj/effect/ebeam/Destroy()
/obj/ebeam/Destroy()
owner = null
return ..()

/obj/effect/ebeam/singularity_pull()
/obj/ebeam/singularity_pull()
return
/obj/effect/ebeam/singularity_act()
/obj/ebeam/singularity_act()
return

//Equivalent to /obj/effect/ebeam, except it also adds an emissive layer
/obj/effect/ebeam/emissive/on_update_icon()
//Equivalent to /obj/ebeam, except it also adds an emissive layer
/obj/ebeam/emissive/on_update_icon()
. = ..()
var/mutable_appearance/emissive_overlay = emissive_appearance(icon, icon_state, src)
AddOverlays(emissive_overlay)
Expand All @@ -169,7 +169,7 @@
* - maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams.
* - beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=INFINITY,maxdistance=INFINITY,beam_type=/obj/effect/ebeam)
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=INFINITY,maxdistance=INFINITY,beam_type=/obj/ebeam)
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type)
invoke_async(newbeam, /datum/beam/.proc/Start)
return newbeam
4 changes: 2 additions & 2 deletions code/datums/helper_datums/teleport.dm
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/singleton/teleport
var/static/list/teleport_blacklist = list(/obj/item/disk/nuclear, /obj/item/storage/backpack/holding, /obj/effect/sparks) //Items that cannot be teleported, or be in the contents of someone who is teleporting.
var/static/list/teleport_blacklist = list(/obj/item/disk/nuclear, /obj/item/storage/backpack/holding, /obj/sparks) //Items that cannot be teleported, or be in the contents of someone who is teleporting.

/singleton/teleport/proc/teleport(atom/target, atom/destination, precision = 0)
if(!can_teleport(target,destination))
Expand Down Expand Up @@ -35,7 +35,7 @@
return 1

/singleton/teleport/sparks
var/datum/effect/effect/system/spark_spread/spark = new
var/datum/effect/spark_spread/spark = new

/singleton/teleport/sparks/proc/do_spark(atom/target)
if(!target.simulated)
Expand Down
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