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
+11 -9
View File
@@ -51,13 +51,13 @@ A list of items and costs is stored under the datum of every game mode, alongsid
// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
/* How to create an uplink in 3 easy steps!
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".
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".
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.)
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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.)
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
*/
/obj/item/device/uplink/hidden
@@ -198,8 +198,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
for(var/datum/record/general/locked/L in SSrecords.records_locked)
if(L.id == exploit_id)
nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
nanoui_data["exploit"]["nanoui_exploit_record"] = html_encode(L.exploit_record) // Change stuff into html
nanoui_data["exploit"]["nanoui_exploit_record"] = replacetext(nanoui_data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
nanoui_data["exploit"]["name"] = html_encode(L.name)
@@ -419,9 +419,11 @@ A list of items and costs is stored under the datum of every game mode, alongsid
icon_state = "radio"
flags = CONDUCT
w_class = ITEMSIZE_SMALL
// Amount of starting telecrystals. Defaults to default amount if not set.
///Amount of starting telecrystals. Defaults to default amount if not set.
var/starting_telecrystals
/// Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
///Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
var/starting_bluecrystals
/obj/item/device/special_uplink/New(var/loc, var/mind)