Grep for space indentation (#54850)

#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
This commit is contained in:
TiviPlus
2020-11-30 12:48:40 -05:00
committed by GitHub
parent 84796e5372
commit 0eaab0bc54
468 changed files with 7623 additions and 7548 deletions
+34 -34
View File
@@ -251,11 +251,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
AddComponent(/datum/component/butchering, 80 * toolspeed)
/**Makes cool stuff happen when you suicide with an item
*
*Outputs a creative message and then return the damagetype done
* Arguments:
* * user: The mob that is suiciding
*/
*
*Outputs a creative message and then return the damagetype done
* Arguments:
* * user: The mob that is suiciding
*/
/obj/item/proc/suicide_act(mob/user)
return
@@ -477,13 +477,13 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
/**
*called after an item is placed in an equipment slot
*called after an item is placed in an equipment slot
* Arguments:
* * user is mob that equipped it
* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
* * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
* Arguments:
* * user is mob that equipped it
* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
* * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
@@ -506,15 +506,15 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return TRUE
/**
*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.
*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.
*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.
* Arguments:
* * disable_warning to TRUE if you wish it to not give you text outputs.
* * slot is the slot we are trying to equip to
* * equipper is the mob trying to equip the item
* * bypass_equip_delay_self for whether we want to bypass the equip delay
*/
*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.
*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.
*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.
* Arguments:
* * disable_warning to TRUE if you wish it to not give you text outputs.
* * slot is the slot we are trying to equip to
* * equipper is the mob trying to equip the item
* * bypass_equip_delay_self for whether we want to bypass the equip delay
*/
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
if(!M)
return FALSE
@@ -538,10 +538,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
usr.UnarmedAttack(src)
/**
*This proc is executed when someone clicks the on-screen UI button.
*The default action is attack_self().
*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
*/
*This proc is executed when someone clicks the on-screen UI button.
*The default action is attack_self().
*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
*/
/obj/item/proc/ui_action_click(mob/user, actiontype)
attack_self(user)
@@ -959,16 +959,16 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return src
/**
* 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.
*
* 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.
*
* Returns TRUE if it embedded successfully, nothing otherwise
*
* Arguments:
* * target- Either a body part or a carbon. What are we hitting?
* * forced- Do we want this to go through 100%?
*/
* 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.
*
* 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.
*
* Returns TRUE if it embedded successfully, nothing otherwise
*
* Arguments:
* * target- Either a body part or a carbon. What are we hitting?
* * forced- Do we want this to go through 100%?
*/
/obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE)
if(!isbodypart(target) && !iscarbon(target))
return NONE