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Grep for space indentation (#54850)
#54604 atomizing Since a lot of the space indents are in lists ill atomize those later
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+34
-34
@@ -251,11 +251,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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AddComponent(/datum/component/butchering, 80 * toolspeed)
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/**Makes cool stuff happen when you suicide with an item
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*
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*Outputs a creative message and then return the damagetype done
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* Arguments:
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* * user: The mob that is suiciding
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*/
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*
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*Outputs a creative message and then return the damagetype done
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* Arguments:
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* * user: The mob that is suiciding
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*/
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/obj/item/proc/suicide_act(mob/user)
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return
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@@ -477,13 +477,13 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return
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/**
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*called after an item is placed in an equipment slot
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*called after an item is placed in an equipment slot
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* Arguments:
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* * user is mob that equipped it
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* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
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* * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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*/
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* Arguments:
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* * user is mob that equipped it
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* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
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* * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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*/
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/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
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@@ -506,15 +506,15 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return TRUE
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/**
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*the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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*if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
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*If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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* Arguments:
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* * disable_warning to TRUE if you wish it to not give you text outputs.
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* * slot is the slot we are trying to equip to
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* * equipper is the mob trying to equip the item
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* * bypass_equip_delay_self for whether we want to bypass the equip delay
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*/
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*the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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*if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
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*If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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* Arguments:
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* * disable_warning to TRUE if you wish it to not give you text outputs.
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* * slot is the slot we are trying to equip to
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* * equipper is the mob trying to equip the item
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* * bypass_equip_delay_self for whether we want to bypass the equip delay
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*/
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/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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if(!M)
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return FALSE
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@@ -538,10 +538,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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usr.UnarmedAttack(src)
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/**
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*This proc is executed when someone clicks the on-screen UI button.
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*The default action is attack_self().
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*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
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*/
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*This proc is executed when someone clicks the on-screen UI button.
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*The default action is attack_self().
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*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
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*/
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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attack_self(user)
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@@ -959,16 +959,16 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return src
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/**
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* tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target.
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*
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* Really, this is used mostly with projectiles with shrapnel payloads, from [/datum/element/embed/proc/checkEmbedProjectile], and called on said shrapnel. Mostly acts as an intermediate between different embed elements.
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*
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* Returns TRUE if it embedded successfully, nothing otherwise
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*
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* Arguments:
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* * target- Either a body part or a carbon. What are we hitting?
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* * forced- Do we want this to go through 100%?
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*/
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* tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target.
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*
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* Really, this is used mostly with projectiles with shrapnel payloads, from [/datum/element/embed/proc/checkEmbedProjectile], and called on said shrapnel. Mostly acts as an intermediate between different embed elements.
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*
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* Returns TRUE if it embedded successfully, nothing otherwise
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*
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* Arguments:
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* * target- Either a body part or a carbon. What are we hitting?
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* * forced- Do we want this to go through 100%?
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*/
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/obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE)
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if(!isbodypart(target) && !iscarbon(target))
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return NONE
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