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 18:48:40 +01:00
committed by GitHub
parent 84796e5372
commit 0eaab0bc54
468 changed files with 7623 additions and 7548 deletions
+1 -1
View File
@@ -309,7 +309,7 @@ That prevents a few funky behaviors.
/obj/structure/ai_core/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(state != AI_READY_CORE || !..())
return
//Transferring a carded AI to a core.
//Transferring a carded AI to a core.
if(interaction == AI_TRANS_FROM_CARD)
AI.control_disabled = FALSE
AI.radio_enabled = TRUE
@@ -328,13 +328,13 @@
var/list/targets = list(O, src)
add_fingerprint(user)
user.visible_message("<span class='warning'>[user] [actuallyismob ? "tries to ":""]stuff [O] into [src].</span>", \
"<span class='warning'>You [actuallyismob ? "try to ":""]stuff [O] into [src].</span>", \
"<span class='hear'>You hear clanging.</span>")
"<span class='warning'>You [actuallyismob ? "try to ":""]stuff [O] into [src].</span>", \
"<span class='hear'>You hear clanging.</span>")
if(actuallyismob)
if(do_after_mob(user, targets, 40))
user.visible_message("<span class='notice'>[user] stuffs [O] into [src].</span>", \
"<span class='notice'>You stuff [O] into [src].</span>", \
"<span class='hear'>You hear a loud metal bang.</span>")
"<span class='notice'>You stuff [O] into [src].</span>", \
"<span class='hear'>You hear a loud metal bang.</span>")
var/mob/living/L = O
if(!issilicon(L))
L.Paralyze(40)
@@ -25,8 +25,8 @@
tear_manifest(user)
user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='hear'>You hear splitting wood.</span>")
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='hear'>You hear splitting wood.</span>")
playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, TRUE)
var/turf/T = get_turf(src)
@@ -98,8 +98,8 @@
if(door_check)
user.visible_message("<span class='notice'>[user] secures the airlock assembly to the floor.</span>", \
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
"<span class='hear'>You hear wrenching.</span>")
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
"<span class='hear'>You hear wrenching.</span>")
if(W.use_tool(src, user, 40, volume=100))
if(anchored)
@@ -112,8 +112,8 @@
else
user.visible_message("<span class='notice'>[user] unsecures the airlock assembly from the floor.</span>", \
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
"<span class='hear'>You hear wrenching.</span>")
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
"<span class='hear'>You hear wrenching.</span>")
if(W.use_tool(src, user, 40, volume=100))
if(!anchored)
return
@@ -208,7 +208,7 @@
if(G.get_amount() >= 2)
playsound(src, 'sound/items/crowbar.ogg', 100, TRUE)
user.visible_message("<span class='notice'>[user] adds [G.name] to the airlock assembly.</span>", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(G.get_amount() < 2 || mineral)
return
@@ -237,7 +237,7 @@
else if((W.tool_behaviour == TOOL_SCREWDRIVER) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER )
user.visible_message("<span class='notice'>[user] finishes the airlock.</span>", \
"<span class='notice'>You start finishing the airlock...</span>")
"<span class='notice'>You start finishing the airlock...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(loc && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
+2 -2
View File
@@ -227,8 +227,8 @@
. = FALSE
if(state == GIRDER_DISPLACED)
user.visible_message("<span class='warning'>[user] disassembles the girder.</span>",
"<span class='notice'>You start to disassemble the girder...</span>",
"<span class='hear'>You hear clanking and banging noises.</span>")
"<span class='notice'>You start to disassemble the girder...</span>",
"<span class='hear'>You hear clanking and banging noises.</span>")
if(tool.use_tool(src, user, 40, volume=100))
if(state != GIRDER_DISPLACED)
return
+2 -2
View File
@@ -141,13 +141,13 @@
W.play_tool_sound(src, 100)
set_anchored(!anchored)
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
return
else if(istype(W, /obj/item/stack/rods) && broken)
var/obj/item/stack/rods/R = W
if(!shock(user, 90))
user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>", \
"<span class='notice'>You rebuild the broken grille.</span>")
"<span class='notice'>You rebuild the broken grille.</span>")
new grille_type(src.loc)
R.use(1)
qdel(src)
+10 -10
View File
@@ -66,11 +66,11 @@
update_icon()
/**
* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
*
* Arguments:
* * user The mob to which we are showing the radial menu
*/
* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
*
* Arguments:
* * user The mob to which we are showing the radial menu
*/
/obj/structure/guncase/proc/show_menu(mob/user)
if(!LAZYLEN(contents))
return
@@ -98,11 +98,11 @@
update_icon()
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
if(!open)
return FALSE
@@ -1,11 +1,13 @@
GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
/obj/item/stack/ore/iron = 100,
/obj/item/stack/ore/plasma = 75,
/obj/item/stack/ore/silver = 50,
/obj/item/stack/ore/gold = 50,
/obj/item/stack/ore/diamond = 25,
/obj/item/stack/ore/bananium = 5,
/obj/item/stack/ore/titanium = 75))
GLOBAL_LIST_INIT(ore_probability, list(
/obj/item/stack/ore/uranium = 50,
/obj/item/stack/ore/iron = 100,
/obj/item/stack/ore/plasma = 75,
/obj/item/stack/ore/silver = 50,
/obj/item/stack/ore/gold = 50,
/obj/item/stack/ore/diamond = 25,
/obj/item/stack/ore/bananium = 5,
/obj/item/stack/ore/titanium = 75,
))
/obj/structure/spawner/ice_moon
name = "cave entrance"
@@ -24,9 +26,9 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
clear_rock()
/**
* Clears rocks around the spawner when it is created
*
*/
* Clears rocks around the spawner when it is created
*
*/
/obj/structure/spawner/ice_moon/proc/clear_rock()
for(var/turf/F in RANGE_TURFS(2, src))
if(abs(src.x - F.x) + abs(src.y - F.y) > 3)
@@ -41,17 +43,17 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
return ..()
/**
* Effects and messages created when the spawner is destroyed
*
*/
* Effects and messages created when the spawner is destroyed
*
*/
/obj/structure/spawner/ice_moon/proc/destroy_effect()
playsound(loc,'sound/effects/explosionfar.ogg', 200, TRUE)
visible_message("<span class='boldannounce'>[src] collapses, sealing everything inside!</span>\n<span class='warning'>Ores fall out of the cave as it is destroyed!</span>")
/**
* Drops items after the spawner is destroyed
*
*/
* Drops items after the spawner is destroyed
*
*/
/obj/structure/spawner/ice_moon/proc/drop_loot()
for(var/type in GLOB.ore_probability)
var/chance = GLOB.ore_probability[type]
@@ -115,17 +117,17 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
addtimer(CALLBACK(src, .proc/collapse), 5 SECONDS)
/**
* Handles portal deletion
*
*/
* Handles portal deletion
*
*/
/obj/effect/collapsing_demonic_portal/proc/collapse()
drop_loot()
qdel(src)
/**
* Drops loot from the portal
*
*/
* Drops loot from the portal
*
*/
/obj/effect/collapsing_demonic_portal/proc/drop_loot()
visible_message("<span class='warning'>Something slips out of [src]!</span>")
var/loot = rand(1, 28)
+13 -13
View File
@@ -49,13 +49,13 @@
possible_expansions -= borderline
/**
* Moves the lift UP or DOWN, this is what users invoke with their hand.
* This is a SAFE proc, ensuring every part of the lift moves SANELY.
* It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming.
* Arguments:
* going - UP or DOWN directions, where the lift should go. Keep in mind by this point checks of whether it should go up or down have already been done.
* user - Whomever made the lift movement.
*/
* Moves the lift UP or DOWN, this is what users invoke with their hand.
* This is a SAFE proc, ensuring every part of the lift moves SANELY.
* It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming.
* Arguments:
* going - UP or DOWN directions, where the lift should go. Keep in mind by this point checks of whether it should go up or down have already been done.
* user - Whomever made the lift movement.
*/
/datum/lift_master/proc/MoveLift(going, mob/user)
set_controls(LOCKED)
for(var/p in lift_platforms)
@@ -64,10 +64,10 @@
set_controls(UNLOCKED)
/**
* Moves the lift, this is what users invoke with their hand.
* This is a SAFE proc, ensuring every part of the lift moves SANELY.
* It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming.
*/
* Moves the lift, this is what users invoke with their hand.
* This is a SAFE proc, ensuring every part of the lift moves SANELY.
* It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming.
*/
/datum/lift_master/proc/MoveLiftHorizontal(going, z)
var/max_x = 1
var/max_y = 1
@@ -123,8 +123,8 @@
return TRUE
/**
* Sets all lift parts's controls_locked variable. Used to prevent moving mid movement, or cooldowns.
*/
* Sets all lift parts's controls_locked variable. Used to prevent moving mid movement, or cooldowns.
*/
/datum/lift_master/proc/set_controls(state)
for(var/l in lift_platforms)
var/obj/structure/industrial_lift/lift_platform = l
+5 -5
View File
@@ -162,11 +162,11 @@
update_icon()
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/structure/janitorialcart/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
@@ -40,13 +40,13 @@
/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
user.visible_message("<span class='notice'>[user] starts removing [src]...</span>", \
"<span class='notice'>You start unfastening [src].</span>")
"<span class='notice'>You start unfastening [src].</span>")
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] unfastens [src].</span>", \
"<span class='notice'>You unfasten [src].</span>")
"<span class='notice'>You unfasten [src].</span>")
var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
@@ -68,11 +68,11 @@
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
@@ -86,11 +86,11 @@
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
@@ -109,14 +109,14 @@
to_chat(user, "<span class='warning'>You need to stand next to the plaque to engrave it!</span>")
return
user.visible_message("<span class='notice'>[user] begins engraving [src].</span>", \
"<span class='notice'>You begin engraving [src].</span>")
"<span class='notice'>You begin engraving [src].</span>")
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message("<span class='notice'>[user] engraves [src].</span>", \
"<span class='notice'>You engrave [src].</span>")
"<span class='notice'>You engrave [src].</span>")
return
if(istype(I, /obj/item/pen))
if(engraved)
@@ -141,14 +141,14 @@
to_chat(user, "<span class='warning'>You need to stand next to the plaque to engrave it!</span>")
return
user.visible_message("<span class='notice'>[user] begins engraving [src].</span>", \
"<span class='notice'>You begin engraving [src].</span>")
"<span class='notice'>You begin engraving [src].</span>")
if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message("<span class='notice'>[user] engraves [src].</span>", \
"<span class='notice'>You engrave [src].</span>")
"<span class='notice'>You engrave [src].</span>")
return
if(istype(I, /obj/item/pen))
if(engraved)
@@ -176,7 +176,7 @@
else if(dir & WEST)
placed_plaque.pixel_x = -32
user.visible_message("<span class='notice'>[user] fastens [src] to [target_turf].</span>", \
"<span class='notice'>You attach [src] to [target_turf].</span>")
"<span class='notice'>You attach [src] to [target_turf].</span>")
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
if(engraved)
placed_plaque.name = name
+7 -7
View File
@@ -205,14 +205,14 @@ FLOOR SAFES
return TRUE
/**
* Checks if safe is considered in a broken state for force-opening the safe
*/
* Checks if safe is considered in a broken state for force-opening the safe
*/
/obj/structure/safe/proc/check_broken()
return broken || explosion_count >= BROKEN_THRESHOLD
return broken || explosion_count >= BROKEN_THRESHOLD
/**
* Called every dial turn to determine whether the safe should unlock or not.
*/
* Called every dial turn to determine whether the safe should unlock or not.
*/
/obj/structure/safe/proc/check_unlocked()
if(check_broken())
return TRUE
@@ -224,8 +224,8 @@ FLOOR SAFES
return FALSE
/**
* Called every dial turn to provide feedback if possible.
*/
* Called every dial turn to provide feedback if possible.
*/
/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
if(!canhear)
return
+13 -13
View File
@@ -54,10 +54,10 @@
user.examinate(src)
/**
* This proc populates GLOBAL_LIST_EMPTY(editable_sign_types)
*
* The first time a pen is used on any sign, this populates GLOBAL_LIST_EMPTY(editable_sign_types), creating a global list of all the signs that you can set a sign backing to with a pen.
*/
* This proc populates GLOBAL_LIST_EMPTY(editable_sign_types)
*
* The first time a pen is used on any sign, this populates GLOBAL_LIST_EMPTY(editable_sign_types), creating a global list of all the signs that you can set a sign backing to with a pen.
*/
/proc/populate_editable_sign_types()
for(var/s in subtypesof(/obj/structure/sign))
var/obj/structure/sign/potential_sign = s
@@ -71,13 +71,13 @@
if(!buildable_sign)
return TRUE
user.visible_message("<span class='notice'>[user] starts removing [src]...</span>", \
"<span class='notice'>You start unfastening [src].</span>")
"<span class='notice'>You start unfastening [src].</span>")
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] unfastens [src].</span>", \
"<span class='notice'>You unfasten [src].</span>")
"<span class='notice'>You unfasten [src].</span>")
var/obj/item/sign/unwrenched_sign = new (get_turf(user))
if(type != /obj/structure/sign/blank) //If it's still just a basic sign backing, we can (and should) skip some of the below variable transfers.
unwrenched_sign.name = name //Copy over the sign structure variables to the sign item we're creating when we unwrench a sign.
@@ -101,11 +101,11 @@
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume =50 ))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
@@ -119,11 +119,11 @@
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume =50 ))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
@@ -140,7 +140,7 @@
to_chat(user, "<span class='warning'>You need to stand next to the sign to change it!</span>")
return
user.visible_message("<span class='notice'>[user] begins changing [src].</span>", \
"<span class='notice'>You begin changing [src].</span>")
"<span class='notice'>You begin changing [src].</span>")
if(!do_after(user, 4 SECONDS, target = src)) //Small delay for changing signs instead of it being instant, so somebody could be shoved or stunned to prevent them from doing so.
return
var/sign_type = GLOB.editable_sign_types[choice]
@@ -153,7 +153,7 @@
changedsign.obj_integrity = obj_integrity
qdel(src)
user.visible_message("<span class='notice'>[user] finishes changing the sign.</span>", \
"<span class='notice'>You finish changing the sign.</span>")
"<span class='notice'>You finish changing the sign.</span>")
return
return ..()
@@ -204,7 +204,7 @@
else if(dir & WEST)
placed_sign.pixel_x = -32
user.visible_message("<span class='notice'>[user] fastens [src] to [target_turf].</span>", \
"<span class='notice'>You attach the sign to [target_turf].</span>")
"<span class='notice'>You attach the sign to [target_turf].</span>")
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
placed_sign.obj_integrity = obj_integrity
placed_sign.setDir(dir)
+7 -7
View File
@@ -257,9 +257,9 @@
icon_state = "snowman"
/obj/structure/statue/snow/snowlegion
name = "snowlegion"
desc = "Looks like that weird kid with the tiger plushie has been round here again."
icon_state = "snowlegion"
name = "snowlegion"
desc = "Looks like that weird kid with the tiger plushie has been round here again."
icon_state = "snowlegion"
///////////////////////////////bronze///////////////////////////////////
@@ -322,10 +322,10 @@
return ..()
/*
Hit the block to start
Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types.
Hit block again to start sculpting.
Moving interrupts
Hit the block to start
Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types.
Hit block again to start sculpting.
Moving interrupts
*/
/obj/item/chisel/pre_attack(atom/A, mob/living/user, params)
. = ..()
@@ -7,11 +7,11 @@
#define MAX_ATTACK_DELAY 15
/**
* Machine that runs around wildly so people can practice clickin on things
*
* Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess,
* movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this.
*/
* Machine that runs around wildly so people can practice clickin on things
*
* Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess,
* movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this.
*/
/obj/structure/training_machine
name = "AURUMILL-Brand MkII. Personnel Training Machine"
desc = "Used for combat training simulations. Accepts standard training targets. A pair of buckling straps are attached."
@@ -335,10 +335,10 @@
. += "<span class='notice'><b>Click to open control interface.</b></span>"
/**
* Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't.
*
* Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks.
*/
* Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't.
*
* Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks.
*/
/obj/item/training_toolbox
name = "Training Toolbox"
desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold seperately!"