Fix indentations (#17481)

* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
This commit is contained in:
Fluffy
2023-10-05 10:15:58 +00:00
committed by GitHub
parent 032853824d
commit 4538e2a7cc
471 changed files with 2670 additions and 2597 deletions
+2 -2
View File
@@ -13,6 +13,6 @@
INVOKE_ASYNC(over, TYPE_PROC_REF(/atom, MouseDrop_T), src, usr, src_location, over_location, src_control, over_control, params)
// receive a mousedrop
///Receive a mousedrop
/atom/proc/MouseDrop_T(atom/dropping, mob/user, src_location, over_location, src_control, over_control, params)
return
return
+1 -1
View File
@@ -10,4 +10,4 @@
var/mob/living/simple_animal/borer/B = mymob
B.chem_hud = C
mymob.client.screen += src.adding
mymob.client.screen += src.adding
+1 -1
View File
@@ -12,4 +12,4 @@
resist.layer = SCREEN_LAYER
adding += resist
mymob.client.screen += src.adding
mymob.client.screen += src.adding
+1 -1
View File
@@ -27,4 +27,4 @@
hotkeybuttons += resist
mymob.client.screen = null
mymob.client.screen += list(mov_intent, mymob.healths, mymob.zone_sel, resist)
mymob.client.screen += list(mov_intent, mymob.healths, mymob.zone_sel, resist)
@@ -11,4 +11,4 @@
/obj/screen/borer/chemicals/Click(var/location, var/control, var/params)
if(istype(usr, /mob/living/simple_animal/borer))
var/mob/living/simple_animal/borer/B = usr
to_chat(usr, SPAN_NOTICE("You have [B.chemicals]u of chemicals to use for your abilities."))
to_chat(usr, SPAN_NOTICE("You have [B.chemicals]u of chemicals to use for your abilities."))
@@ -33,4 +33,4 @@
/obj/screen/vampire/suck/Click(var/location, var/control, var/params)
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.vampire_drain_blood()
H.vampire_drain_blood()
+12 -12
View File
@@ -1,17 +1,17 @@
// Generic damage proc (slimes and monkeys).
///Generic damage proc (slimes and monkeys).
/atom/proc/attack_generic(mob/user as mob)
return 0
// generic click on for pai
///Generic click on for pai
/atom/proc/attack_pai(mob/user)
return
/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/**
* Humans:
* Adds an exception for gloves, to allow special glove types like the ninja ones.
*
* Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
@@ -24,7 +24,7 @@
var/obj/item/clothing/glasses/GS = glasses
if(istype(G) && G.Touch(A,src,1))
return
else if(istype(GS) && GS.Look(A,src,1)) // for goggles
return
@@ -45,10 +45,10 @@
/mob/living/carbon/human/RangedAttack(var/atom/A)
var/obj/item/clothing/gloves/GV = gloves
var/obj/item/clothing/glasses/GS = glasses
if(istype(GS) && GS.Look(A,src,0)) // for goggles
return
if(istype(GV) && GV.Touch(A,src,0)) // for magic gloves
return
@@ -175,4 +175,4 @@
/mob/living/CtrlClickOn(var/atom/A)
. = ..()
if(!. && a_intent == I_GRAB && length(available_maneuvers))
. = perform_maneuver(prepared_maneuver || available_maneuvers[1], A)
. = perform_maneuver(prepared_maneuver || available_maneuvers[1], A)