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https://github.com/Bubberstation/Bubberstation.git
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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
This commit is contained in:
@@ -590,15 +590,15 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
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send2otherserver(source,final)
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/**
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* Sends a message to a set of cross-communications-enabled servers using world topic calls
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*
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* Arguments:
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* * source - Who sent this message
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* * msg - The message body
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* * type - The type of message, becomes the topic command under the hood
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* * target_servers - A collection of servers to send the message to, defined in config
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* * additional_data - An (optional) associated list of extra parameters and data to send with this world topic call
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*/
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* Sends a message to a set of cross-communications-enabled servers using world topic calls
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*
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* Arguments:
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* * source - Who sent this message
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* * msg - The message body
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* * type - The type of message, becomes the topic command under the hood
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* * target_servers - A collection of servers to send the message to, defined in config
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* * additional_data - An (optional) associated list of extra parameters and data to send with this world topic call
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*/
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/proc/send2otherserver(source, msg, type = "Ahelp", target_servers, list/additional_data = list())
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if(!CONFIG_GET(string/comms_key))
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debug_world_log("Server cross-comms message not sent for lack of configured key")
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@@ -25,13 +25,13 @@
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] has enabled anonymous names. THEME: [SSticker.anonymousnames].</span>")
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/**
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* anonymous_name: generates a corporate random name. used in admin event tool anonymous names
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*
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* first letter is always a letter
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* Example name = "Employee Q5460Z"
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* Arguments:
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* * M - mob for preferences and gender
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*/
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* anonymous_name: generates a corporate random name. used in admin event tool anonymous names
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*
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* first letter is always a letter
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* Example name = "Employee Q5460Z"
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* Arguments:
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* * M - mob for preferences and gender
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*/
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/proc/anonymous_name(mob/M)
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switch(SSticker.anonymousnames)
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if(ANON_RANDOMNAMES)
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@@ -47,13 +47,13 @@
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return name
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/**
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* anonymous_ai_name: generates a corporate random name (but for sillycones). used in admin event tool anonymous names
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*
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* first letter is always a letter
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* Example name = "Employee Assistant Assuming Delta"
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* Arguments:
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* * is_ai - boolean to decide whether the name has "Core" (AI) or "Assistant" (Cyborg)
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*/
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* anonymous_ai_name: generates a corporate random name (but for sillycones). used in admin event tool anonymous names
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*
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* first letter is always a letter
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* Example name = "Employee Assistant Assuming Delta"
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* Arguments:
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* * is_ai - boolean to decide whether the name has "Core" (AI) or "Assistant" (Cyborg)
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*/
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/proc/anonymous_ai_name(is_ai = FALSE)
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switch(SSticker.anonymousnames)
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if(ANON_RANDOMNAMES)
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@@ -91,9 +91,9 @@
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}
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ul li {
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margin-top: -1px; /* Prevent double borders */
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padding: 12px; /* Add some padding */
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color: #ffffff;
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margin-top: -1px; /* Prevent double borders */
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padding: 12px; /* Add some padding */
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color: #ffffff;
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text-decoration: none;
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background: #40628a;
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border: 1px solid #161616;
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@@ -102,7 +102,7 @@
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}
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.remove-reagent {
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background-color: #d03000;
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background-color: #d03000;
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}
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.container-control {
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@@ -261,15 +261,15 @@
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<div class='uiContent'>
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<div class="width: 100%">
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<button id="spawn-grenade">
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<button id="spawn-grenade">
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<i class="fas fa-bomb"></i> Spawn grenade
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</button>
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</button>
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<label for="grenade-type">Grenade type: </label>
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<select id="grenade-type">
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<option value="normal">Normal</option>
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</select>
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<div class="grenade-data normal">
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</div>
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<select id="grenade-type">
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<option value="normal">Normal</option>
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</select>
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<div class="grenade-data normal">
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</div>
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<br />
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<small>note: beakers recommended, other containers may have issues</small>
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</div>
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@@ -289,25 +289,25 @@
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<div>
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<button class="spawn-container">
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<i class="fas fa-cog"></i> Spawn
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</button>
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</button>
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<button class="import-reagents">
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<i class="fas fa-file-import"></i> Import
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</button>
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<button class="export-reagents">
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</button>
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<button class="export-reagents">
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<i class="fas fa-file-export"></i> Export
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</button>
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</button>
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</div>
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<ul>
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<li>
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<ul>
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<li>
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<select class="select-new-reagent"></select><div class="reagent-div"><input style="width: 50%" type="text" name="newreagent" value="40" /> <button class="add-reagent">
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<i class="fas fa-plus"></i> Add
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</button>
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<select class="select-new-reagent"></select><div class="reagent-div"><input style="width: 50%" type="text" name="newreagent" value="40" /> <button class="add-reagent">
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<i class="fas fa-plus"></i> Add
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</button>
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</div>
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</div>
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</li>
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</ul>
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</div>
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@@ -168,7 +168,7 @@ GLOBAL_LIST_EMPTY(dirty_vars)
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set desc = "Displays a list of active turfs coordinates at roundstart"
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var/dat = {"<b>Coordinate list of Active Turfs at Roundstart</b>
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<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
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<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
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for(var/t in GLOB.active_turfs_startlist)
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var/turf/T = t
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@@ -1348,17 +1348,17 @@ Traitors and the like can also be revived with the previous role mostly intact.
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target.forceMove(bread)
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/**
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* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
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*
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* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
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*
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* Arguments:
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* * target- guy we're shooting obviously
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* * source_turf- where the bullet begins, preferably on a turf next to the target
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* * body_zone- which bodypart we're aiming for, if there is one there
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* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
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* * damage- the damage we're assigning to the bullet, since we don't care about the base one
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*/
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* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
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*
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* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
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*
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* Arguments:
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* * target- guy we're shooting obviously
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* * source_turf- where the bullet begins, preferably on a turf next to the target
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* * body_zone- which bodypart we're aiming for, if there is one there
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* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
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* * damage- the damage we're assigning to the bullet, since we don't care about the base one
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*/
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/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
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if(!target.get_bodypart(body_zone))
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return
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@@ -16,10 +16,10 @@
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var/obj/chosen_obj = text2path(chosen)
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var/list/settings = list(
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"mainsettings" = list(
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"name" = list("desc" = "Name", "type" = "string", "value" = "Bob"),
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"mainsettings" = list(
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"name" = list("desc" = "Name", "type" = "string", "value" = "Bob"),
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"maxhealth" = list("desc" = "Max. health", "type" = "number", "value" = 100),
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"access" = list("desc" = "Access ID", "type" = "datum", "path" = "/obj/item/card/id", "value" = "Default"),
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"access" = list("desc" = "Access ID", "type" = "datum", "path" = "/obj/item/card/id", "value" = "Default"),
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"objtype" = list("desc" = "Base obj type", "type" = "datum", "path" = "/obj", "value" = "[chosen]"),
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"googlyeyes" = list("desc" = "Googly eyes", "type" = "boolean", "value" = "No"),
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"disableai" = list("desc" = "Disable AI", "type" = "boolean", "value" = "Yes"),
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@@ -27,8 +27,7 @@
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"dropitem" = list("desc" = "Drop obj on death", "type" = "boolean", "value" = "Yes"),
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"mobtype" = list("desc" = "Base mob type", "type" = "datum", "path" = "/mob/living/simple_animal/hostile/mimic/copy", "value" = "/mob/living/simple_animal/hostile/mimic/copy"),
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"ckey" = list("desc" = "ckey", "type" = "ckey", "value" = "none"),
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)
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)
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))
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var/list/prefreturn = presentpreflikepicker(usr,"Customize mob", "Customize mob", Button1="Ok", width = 450, StealFocus = 1,Timeout = 0, settings=settings)
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if (prefreturn["button"] == 1)
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