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
+23 -23
View File
@@ -123,16 +123,16 @@
set_light_on(FALSE)
/**
* Handles actual flashing part of the attack
*
* This proc is awful in every sense of the way, someone should definately refactor this whole code.
* Arguments:
* * M - Victim
* * user - Attacker
* * power - handles the amount of confusion it gives you
* * targeted - determines if it was aoe or targeted
* * generic_message - checks if it should display default message.
*/
* Handles actual flashing part of the attack
*
* This proc is awful in every sense of the way, someone should definately refactor this whole code.
* Arguments:
* * M - Victim
* * user - Attacker
* * power - handles the amount of confusion it gives you
* * targeted - determines if it was aoe or targeted
* * generic_message - checks if it should display default message.
*/
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
@@ -186,13 +186,13 @@
M.add_confusion(min(power, diff))
/**
* Handles the directionality of the attack
*
* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
* Arguments:
* * victim - Victim
* * attacker - Attacker
*/
* Handles the directionality of the attack
*
* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
* Arguments:
* * victim - Victim
* * attacker - Attacker
*/
/obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker)
// Tactical combat emote-spinning should not counter intended gameplay mechanics.
// This trumps same-loc checks to discourage floor spinning in general to counter flashes.
@@ -271,12 +271,12 @@
AOE_flash()
/**
* Converts the victim to revs
*
* Arguments:
* * victim - Victim
* * aggressor - Attacker
*/
* Converts the victim to revs
*
* Arguments:
* * victim - Victim
* * aggressor - Attacker
*/
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor)
if(!istype(victim) || victim.stat == DEAD)
return
+3 -3
View File
@@ -85,7 +85,7 @@
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
@@ -102,7 +102,7 @@
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
"<span class='warning'>You accidentally trigger [src]!</span>")
return
return ..()
@@ -117,7 +117,7 @@
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM) || israt(MM) || isregalrat(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
+6 -4
View File
@@ -16,10 +16,12 @@
var/listening = FALSE
var/recorded = "" //the activation message
var/mode = INCLUSIVE_MODE
var/static/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
var/static/list/modes = list(
"inclusive",
"exclusive",
"recognizer",
"voice sensor",
)
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'