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https://github.com/Aurorastation/Aurora.3.git
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Fix indentations (#17481)
* cbt * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fsadffsda sad * sadfasd * jhn * dsfa * saf * safsad * sda
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@@ -61,4 +61,4 @@
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/datum/matter_synth/wire
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name = "Wire Synthesizer"
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max_energy = 50
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recharge_rate = 2
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recharge_rate = 2
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@@ -151,7 +151,7 @@ Contains:
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \
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SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
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SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if(W.bandaged)
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@@ -163,14 +163,14 @@ Contains:
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message(SPAN_NOTICE("\The [user] bandages \a [W.desc] on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name]."))
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message(SPAN_NOTICE("\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name]."))
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else
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user.visible_message(SPAN_NOTICE("\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You place a bandaid over \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You place a bandaid over \a [W.desc] on [M]'s [affecting.name]."))
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W.bandage()
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playsound(src, apply_sounds, 25)
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used++
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@@ -226,13 +226,13 @@ Contains:
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
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SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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if(!do_mob(user, M, 10))
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to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
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return 1
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user.visible_message(SPAN_NOTICE("[user] salved wounds on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You salved wounds on [M]'s [affecting.name]."))
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SPAN_NOTICE("You salved wounds on [M]'s [affecting.name]."))
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use(1)
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affecting.salve()
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else
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@@ -277,7 +277,7 @@ Contains:
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \
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SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
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SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.bandaged && W.disinfected)
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@@ -289,14 +289,14 @@ Contains:
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message(SPAN_NOTICE("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue."), \
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SPAN_NOTICE("You clean and seal \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You clean and seal \a [W.desc] on [M]'s [affecting.name]."))
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message(SPAN_NOTICE("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You place a medical patch over \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You place a medical patch over \a [W.desc] on [M]'s [affecting.name]."))
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else
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user.visible_message(SPAN_NOTICE("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]."))
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SPAN_NOTICE("You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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W.bandage()
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W.disinfect()
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@@ -349,13 +349,13 @@ Contains:
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \
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SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
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SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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if(!do_mob(user, M, 10))
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to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
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return 1
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user.visible_message(SPAN_NOTICE("[user] covers wounds on [M]'s [affecting.name] with regenerative membrane."), \
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SPAN_NOTICE("You cover wounds on [M]'s [affecting.name] with regenerative membrane."))
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SPAN_NOTICE("You cover wounds on [M]'s [affecting.name] with regenerative membrane."))
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affecting.heal_damage(0,heal_burn)
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use(1)
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affecting.salve()
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@@ -39,7 +39,7 @@
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R.updatehealth()
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use(1)
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user.visible_message(SPAN_NOTICE("\The [user] applied some [src] at [R]'s damaged areas."),\
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SPAN_NOTICE("You apply some [src] at [R]'s damaged areas."))
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SPAN_NOTICE("You apply some [src] at [R]'s damaged areas."))
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else
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to_chat(user, SPAN_NOTICE("All [R]'s systems are nominal."))
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@@ -65,7 +65,7 @@
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H.updatehealth()
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use(1)
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user.visible_message(SPAN_NOTICE("\The [user] applies some nanite paste at[user != M ? " \the [M]'s" : " \the [user]"] [S.name] with \the [src]."),\
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SPAN_NOTICE("You apply some nanite paste at [user == M ? "your" : "[M]'s"] [S.name]."))
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SPAN_NOTICE("You apply some nanite paste at [user == M ? "your" : "[M]'s"] [S.name]."))
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else
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to_chat(user, SPAN_NOTICE("Nothing to fix here."))
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else
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