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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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@@ -123,16 +123,16 @@
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set_light_on(FALSE)
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/**
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* Handles actual flashing part of the attack
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*
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* This proc is awful in every sense of the way, someone should definately refactor this whole code.
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* Arguments:
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* * M - Victim
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* * user - Attacker
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* * power - handles the amount of confusion it gives you
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* * targeted - determines if it was aoe or targeted
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* * generic_message - checks if it should display default message.
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*/
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* Handles actual flashing part of the attack
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*
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* This proc is awful in every sense of the way, someone should definately refactor this whole code.
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* Arguments:
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* * M - Victim
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* * user - Attacker
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* * power - handles the amount of confusion it gives you
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* * targeted - determines if it was aoe or targeted
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* * generic_message - checks if it should display default message.
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*/
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/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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@@ -186,13 +186,13 @@
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M.add_confusion(min(power, diff))
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/**
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* Handles the directionality of the attack
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*
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* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
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* Arguments:
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* * victim - Victim
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* * attacker - Attacker
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*/
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* Handles the directionality of the attack
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*
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* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
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* Arguments:
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* * victim - Victim
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* * attacker - Attacker
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*/
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/obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker)
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// Tactical combat emote-spinning should not counter intended gameplay mechanics.
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// This trumps same-loc checks to discourage floor spinning in general to counter flashes.
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@@ -271,12 +271,12 @@
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AOE_flash()
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/**
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* Converts the victim to revs
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*
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* Arguments:
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* * victim - Victim
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* * aggressor - Attacker
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*/
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* Converts the victim to revs
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*
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* Arguments:
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* * victim - Victim
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* * aggressor - Attacker
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*/
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/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor)
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if(!istype(victim) || victim.stat == DEAD)
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return
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@@ -85,7 +85,7 @@
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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to_chat(user, "<span class='notice'>You disarm [src].</span>")
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armed = !armed
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@@ -102,7 +102,7 @@
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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return ..()
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@@ -117,7 +117,7 @@
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if(H.m_intent == MOVE_INTENT_RUN)
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triggered(H)
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H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
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"<span class='warning'>You accidentally step on [src]</span>")
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"<span class='warning'>You accidentally step on [src]</span>")
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else if(ismouse(MM) || israt(MM) || isregalrat(MM))
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triggered(MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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@@ -16,10 +16,12 @@
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var/listening = FALSE
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var/recorded = "" //the activation message
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var/mode = INCLUSIVE_MODE
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var/static/list/modes = list("inclusive",
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"exclusive",
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"recognizer",
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"voice sensor")
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var/static/list/modes = list(
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"inclusive",
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"exclusive",
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"recognizer",
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"voice sensor",
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)
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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