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Fix indentations (#17481)
* cbt * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fsadffsda sad * sadfasd * jhn * dsfa * saf * safsad * sda
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@@ -51,13 +51,13 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
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/* How to create an uplink in 3 easy steps!
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "user << browse(null, "window=windowname") if it returns true.)
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The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "user << browse(null, "window=windowname") if it returns true.)
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The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/obj/item/device/uplink/hidden
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@@ -198,8 +198,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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for(var/datum/record/general/locked/L in SSrecords.records_locked)
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if(L.id == exploit_id)
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nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
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// We trade off being able to automatically add shit for more control over what gets passed to json
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// and if it's sanitized for html.
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// We trade off being able to automatically add shit for more control over what gets passed to json
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// and if it's sanitized for html.
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nanoui_data["exploit"]["nanoui_exploit_record"] = html_encode(L.exploit_record) // Change stuff into html
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nanoui_data["exploit"]["nanoui_exploit_record"] = replacetext(nanoui_data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
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nanoui_data["exploit"]["name"] = html_encode(L.name)
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@@ -419,9 +419,11 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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icon_state = "radio"
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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// Amount of starting telecrystals. Defaults to default amount if not set.
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///Amount of starting telecrystals. Defaults to default amount if not set.
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var/starting_telecrystals
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/// Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
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///Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
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var/starting_bluecrystals
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/obj/item/device/special_uplink/New(var/loc, var/mind)
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