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
+19 -19
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@@ -1,14 +1,14 @@
/**
* # Energy Katana
*
* The space ninja's katana.
*
* The katana that only space ninja spawns with. Comes with 30 force and throwforce, along with a signature special jaunting system.
* Upon clicking on a tile with the dash on, the user will teleport to that tile, assuming their target was not dense.
* The katana has 3 dashes stored at maximum, and upon using the dash, it will return 20 seconds after it was used.
* It also has a special feature where if it is tossed at a space ninja who owns it (determined by the ninja suit), the ninja will catch the katana instead of being hit by it.
*
*/
* # Energy Katana
*
* The space ninja's katana.
*
* The katana that only space ninja spawns with. Comes with 30 force and throwforce, along with a signature special jaunting system.
* Upon clicking on a tile with the dash on, the user will teleport to that tile, assuming their target was not dense.
* The katana has 3 dashes stored at maximum, and upon using the dash, it will return 20 seconds after it was used.
* It also has a special feature where if it is tossed at a space ninja who owns it (determined by the ninja suit), the ninja will catch the katana instead of being hit by it.
*
*/
/obj/item/energy_katana
name = "energy katana"
desc = "A katana infused with strong energy."
@@ -43,7 +43,7 @@
/obj/item/energy_katana/attack_self(mob/user)
dash_toggled = !dash_toggled
to_chat(user, "<span class='notice'>You [dash_toggled ? "enable" : "disable"] the dash function on [src].</span>")
/obj/item/energy_katana/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(dash_toggled && !Adjacent(target) && !target.density)
@@ -80,14 +80,14 @@
return ..()
/**
* Proc called when the katana is recalled to its space ninja.
*
* Proc called when space ninja is hit with its suit's katana or the recall ability is used.
* Arguments:
* * user - To whom the katana is returning to.
* * doSpark - whether or not the katana will spark when it returns.
* * caught - boolean for whether or not the katana was caught or was teleported back.
*/
* Proc called when the katana is recalled to its space ninja.
*
* Proc called when space ninja is hit with its suit's katana or the recall ability is used.
* Arguments:
* * user - To whom the katana is returning to.
* * doSpark - whether or not the katana will spark when it returns.
* * caught - boolean for whether or not the katana was caught or was teleported back.
*/
/obj/item/energy_katana/proc/returnToOwner(mob/living/carbon/human/user, doSpark = TRUE, caught = FALSE)
if(!istype(user))
return
+7 -7
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@@ -1,11 +1,11 @@
/**
* # Spider Charge
*
* A unique version of c4 possessed only by the space ninja. Has a stronger blast radius.
* Can only be detonated by space ninjas with the bombing objective. Can only be set up where the objective says it can.
* When it primes, the space ninja responsible will have their objective set to complete.
*
*/
* # Spider Charge
*
* A unique version of c4 possessed only by the space ninja. Has a stronger blast radius.
* Can only be detonated by space ninjas with the bombing objective. Can only be set up where the objective says it can.
* When it primes, the space ninja responsible will have their objective set to complete.
*
*/
/obj/item/grenade/c4/ninja
name = "spider charge"
desc = "A modified C-4 charge supplied to you by the Spider Clan. Its explosive power has been juiced up, but only works in one specific area."
+9 -9
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@@ -1,13 +1,13 @@
/**
* # Ninja Gloves
*
* Space ninja's gloves. Gives access to a number of special interactions.
*
* Gloves only found from space ninjas. Allows the wearer to access special interactions with various objects.
* These interactions are detailed in ninjaDrainAct.dm in the suit file.
* These interactions are toggled by an action tied to the gloves. The interactions will not activate if the user is also not wearing a ninja suit.
*
*/
* # Ninja Gloves
*
* Space ninja's gloves. Gives access to a number of special interactions.
*
* Gloves only found from space ninjas. Allows the wearer to access special interactions with various objects.
* These interactions are detailed in ninjaDrainAct.dm in the suit file.
* These interactions are toggled by an action tied to the gloves. The interactions will not activate if the user is also not wearing a ninja suit.
*
*/
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
+7 -7
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@@ -1,11 +1,11 @@
/**
* # Ninja Hood
*
* Space ninja's hood. Provides armor and blocks AI tracking.
*
* A hood that only exists as a part of space ninja's starting kit. Provides armor equal of space ninja's suit and disallows an AI to track the wearer.
*
*/
* # Ninja Hood
*
* Space ninja's hood. Provides armor and blocks AI tracking.
*
* A hood that only exists as a part of space ninja's starting kit. Provides armor equal of space ninja's suit and disallows an AI to track the wearer.
*
*/
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"
+7 -7
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@@ -1,11 +1,11 @@
/**
* # Ninja Mask
*
* Space ninja's mask. Other than looking cool, doesn't do anything.
*
* A mask which only spawns as a part of space ninja's starting kit. Functions as a gas mask.
*
*/
* # Ninja Mask
*
* Space ninja's mask. Other than looking cool, doesn't do anything.
*
* A mask which only spawns as a part of space ninja's starting kit. Functions as a gas mask.
*
*/
/obj/item/clothing/mask/gas/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
+12 -12
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@@ -1,13 +1,13 @@
/**
* Atom level proc for space ninja's glove interactions.
*
* Proc which only occurs when space ninja uses his gloves on an atom.
* Does nothing by default, but effects will vary.
* Arguments:
* * ninja_suit - The offending space ninja's suit.
* * ninja - The human mob wearing the suit.
* * ninja_gloves - The offending space ninja's gloves.
*/
* Atom level proc for space ninja's glove interactions.
*
* Proc which only occurs when space ninja uses his gloves on an atom.
* Does nothing by default, but effects will vary.
* Arguments:
* * ninja_suit - The offending space ninja's suit.
* * ninja - The human mob wearing the suit.
* * ninja_gloves - The offending space ninja's gloves.
*/
/atom/proc/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
return INVALID_DRAIN
@@ -104,7 +104,7 @@
charge = 0
corrupt()
update_icon()
return drain_total
//RDCONSOLE//
@@ -231,7 +231,7 @@
else
drain_total += drained
ninja_suit.spark_system.start()
return drain_total
//MECH//
@@ -279,7 +279,7 @@
ionpulse = TRUE
laws = new /datum/ai_laws/ninja_override()
module.transform_to(pick(/obj/item/robot_module/syndicate, /obj/item/robot_module/syndicate_medical, /obj/item/robot_module/saboteur))
var/datum/antagonist/ninja/ninja_antag = ninja.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
return
@@ -1,12 +1,12 @@
/**
* # Energy Net
*
* Energy net which ensnares prey until it is destroyed. Used by space ninjas.
*
* Energy net which keeps its target from moving until it is destroyed. Used to send
* players to a holding area in which they could never leave, but such feature has since
* been removed.
*/
* # Energy Net
*
* Energy net which ensnares prey until it is destroyed. Used by space ninjas.
*
* Energy net which keeps its target from moving until it is destroyed. Used to send
* players to a holding area in which they could never leave, but such feature has since
* been removed.
*/
/obj/structure/energy_net
name = "energy net"
desc = "It's a net made of green energy."
@@ -9,12 +9,12 @@
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/**
* Proc called to activate space ninja's adrenaline.
*
* Proc called to use space ninja's adrenaline. Gets the ninja out of almost any stun.
* Also makes them shout MGS references when used. After a bit, it injects the user with
* radium by calling a different proc.
*/
* Proc called to activate space ninja's adrenaline.
*
* Proc called to use space ninja's adrenaline. Gets the ninja out of almost any stun.
* Also makes them shout MGS references when used. After a bit, it injects the user with
* radium by calling a different proc.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
if(ninjacost(0,N_ADRENALINE))
return
@@ -34,11 +34,11 @@
addtimer(CALLBACK(src, .proc/ninjaboost_after), 70)
/**
* Proc called to inject the ninja with radium.
*
* Used after 7 seconds of using the ninja's adrenaline.
* Injects the user with how much radium the suit needs to refill an adrenaline boost.
*/
* Proc called to inject the ninja with radium.
*
* Used after 7 seconds of using the ninja's adrenaline.
* Injects the user with how much radium the suit needs to refill an adrenaline boost.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost_after()
var/mob/living/carbon/human/ninja = affecting
ninja.reagents.add_reagent(/datum/reagent/uranium/radium, a_transfer * 0.25)
@@ -1,13 +1,13 @@
/**
* Proc called to check if the ninja can afford an ability's cost.
*
* Proc which determine whether or not a space ninja can afford to use a specific ability.
* It can also cancel stealth if the ability requested it.
* Arguments:
* * cost - the energy cost of the ability
* * specificCheck - Determines if the check is a normal one, an adrenaline one, or a stealth cancel check.
* * Returns TRUE or the current cooldown timer if we can't perform the ability, and FALSE if we can.
*/
* Proc called to check if the ninja can afford an ability's cost.
*
* Proc which determine whether or not a space ninja can afford to use a specific ability.
* It can also cancel stealth if the ability requested it.
* Arguments:
* * cost - the energy cost of the ability
* * specificCheck - Determines if the check is a normal one, an adrenaline one, or a stealth cancel check.
* * Returns TRUE or the current cooldown timer if we can't perform the ability, and FALSE if we can.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(cost = 0, specificCheck = 0)
var/mob/living/carbon/human/ninja = affecting
var/actualCost = cost*10
@@ -7,11 +7,11 @@
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/**
* Proc called to allow the ninja to EMP the nearby area.
*
* Proc called to allow the ninja to EMP the nearby area. By default, costs 500E, which is half of the default battery's max charge.
* Also affects the ninja as well.
*/
* Proc called to allow the ninja to EMP the nearby area.
*
* Proc called to allow the ninja to EMP the nearby area. By default, costs 500E, which is half of the default battery's max charge.
* Also affects the ninja as well.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
if(ninjacost(500,N_STEALTH_CANCEL))
return
@@ -5,10 +5,10 @@
icon_icon = 'icons/obj/clothing/gloves.dmi'
/**
* Proc called to toggle the ninja glove's special abilities.
*
* Used to toggle whether or not the ninja glove's abilities will activate on touch.
*/
* Proc called to toggle the ninja glove's special abilities.
*
* Used to toggle whether or not the ninja glove's abilities will activate on touch.
*/
/obj/item/clothing/gloves/space_ninja/proc/toggledrain()
var/mob/living/carbon/human/ninja = loc
to_chat(ninja, "<span class='notice'>You [candrain?"disable":"enable"] special interaction.</span>")
@@ -5,11 +5,11 @@
icon_icon = 'icons/effects/effects.dmi'
/**
* Proc called to ensnare a person in a energy net.
*
* Used to ensnare a target in an energy net, preventing them from moving until the net is broken.
* Costs 40E, which is 40% of the default battery's max charge. Intended as a means of reliably locking down an opponent when ninja stars won't suffice.
*/
* Proc called to ensnare a person in a energy net.
*
* Used to ensnare a target in an energy net, preventing them from moving until the net is broken.
* Costs 40E, which is 40% of the default battery's max charge. Intended as a means of reliably locking down an opponent when ninja stars won't suffice.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet()
var/mob/living/carbon/human/ninja = affecting
var/mob/living/net_target = input("Select who to capture:","Capture who?",null) as null|mob in sortNames(oview(ninja))
@@ -5,12 +5,12 @@
icon_icon = 'icons/obj/items_and_weapons.dmi'
/**
* Proc called to create a ninja star in the ninja's hands.
*
* Called to create a ninja star in the wearer's hand. The ninja
* star doesn't do much up-front damage, but deals stamina damage
* as the target moves around, forcing a finish or flee scenario.
*/
* Proc called to create a ninja star in the ninja's hands.
*
* Called to create a ninja star in the wearer's hand. The ninja
* star doesn't do much up-front damage, but deals stamina damage
* as the target moves around, forcing a finish or flee scenario.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
if(ninjacost(10))
return
@@ -24,20 +24,20 @@
ninja.throw_mode_on() //So they can quickly throw it.
/**
* # Ninja Throwing Star
*
* a throwing star which specifically makes sure you know it came from a real ninja.
*
* The most important item in the entire codebase, as without it we would all cease to exist.
* Inherits everything that makes it interesting the stamina throwing star, but the most
* important change made is that its name specifically has the prefix, 'ninja' in it.
* This provides the detective role with information to play off of by ensuring that his
* assumption that a space ninja is aboard the ship to be true when he find 20 of these in
* the captain's back. Along with this, its throwforce is 10 instead of the 5 of the stamina
* throwing star, meaning it'll do a little more damage than the stamina throwing star does as well.
* Changes to this item need to be approved by all maintainers, so if you do change it, make sure
* you go through the proper channels, lest you get permabanned. Do I make myself clear?
*/
* # Ninja Throwing Star
*
* a throwing star which specifically makes sure you know it came from a real ninja.
*
* The most important item in the entire codebase, as without it we would all cease to exist.
* Inherits everything that makes it interesting the stamina throwing star, but the most
* important change made is that its name specifically has the prefix, 'ninja' in it.
* This provides the detective role with information to play off of by ensuring that his
* assumption that a space ninja is aboard the ship to be true when he find 20 of these in
* the captain's back. Along with this, its throwforce is 10 instead of the 5 of the stamina
* throwing star, meaning it'll do a little more damage than the stamina throwing star does as well.
* Changes to this item need to be approved by all maintainers, so if you do change it, make sure
* you go through the proper channels, lest you get permabanned. Do I make myself clear?
*/
/obj/item/throwing_star/stamina/ninja
name = "ninja throwing star"
throwforce = 10
@@ -6,13 +6,13 @@
icon_icon = 'icons/obj/device.dmi'
/**
* Proc called to put a status readout to the ninja in chat.
*
* Called put some information about the ninja's current status into chat.
* This information used to be displayed constantly on the status tab screen
* when the suit was on, but was turned into this as to remove the code from
* human.dm
*/
* Proc called to put a status readout to the ninja in chat.
*
* Called put some information about the ninja's current status into chat.
* This information used to be displayed constantly on the status tab screen
* when the suit was on, but was turned into this as to remove the code from
* human.dm
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastatus()
var/mob/living/carbon/human/ninja = affecting
var/list/info_list = list()
@@ -35,5 +35,5 @@
info_list += "Viruses:"
for(var/datum/disease/ninja_disease in ninja.diseases)
info_list += "<span class='info'>* [ninja_disease.name], Type: [ninja_disease.spread_text], Stage: [ninja_disease.stage]/[ninja_disease.max_stages], Possible Cure: [ninja_disease.cure_text]</span>\n"
to_chat(ninja, "[info_list.Join()]")
@@ -5,11 +5,11 @@
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
/**
* Proc called to toggle ninja stealth.
*
* Proc called to toggle whether or not the ninja is in stealth mode.
* If cancelling, calls a separate proc in case something else needs to quickly cancel stealth.
*/
* Proc called to toggle ninja stealth.
*
* Proc called to toggle whether or not the ninja is in stealth mode.
* If cancelling, calls a separate proc in case something else needs to quickly cancel stealth.
*/
/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
var/mob/living/carbon/human/ninja = affecting
if(!ninja)
@@ -26,13 +26,13 @@
"<span class='notice'>You are now mostly invisible to normal detection.</span>")
/**
* Proc called to cancel stealth.
*
* Called to cancel the stealth effect if it is ongoing.
* Does nothing otherwise.
* Arguments:
* * Returns false if either the ninja no longer exists or is already visible, returns true if we successfully made the ninja visible.
*/
* Proc called to cancel stealth.
*
* Called to cancel the stealth effect if it is ongoing.
* Does nothing otherwise.
* Arguments:
* * Returns false if either the ninja no longer exists or is already visible, returns true if we successfully made the ninja visible.
*/
/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
var/mob/living/carbon/human/ninja = affecting
if(!ninja)
@@ -28,10 +28,10 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
name = "Toggle Ninja Suit"
/**
* Toggles the ninja suit on/off
*
* Attempts to initialize or deinitialize the ninja suit
*/
* Toggles the ninja suit on/off
*
* Attempts to initialize or deinitialize the ninja suit
*/
/obj/item/clothing/suit/space/space_ninja/proc/toggle_on_off()
. = TRUE
if(s_busy)
@@ -44,14 +44,14 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
ninitialize()
/**
* Initializes the ninja suit
*
* Initializes the ninja suit through seven phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of initialization
* * ninja - The human who is being affected by the suit
* * phase - The phase of initialization
*/
* Initializes the ninja suit
*
* Initializes the ninja suit through seven phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of initialization
* * ninja - The human who is being affected by the suit
* * phase - The phase of initialization
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/ninja = loc, phase = 0)
if(!ninja || !ninja.mind)
s_busy = FALSE
@@ -85,14 +85,14 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
addtimer(CALLBACK(src, .proc/ninitialize, delay, ninja, phase + 1), delay)
/**
* Deinitializes the ninja suit
*
* Deinitializes the ninja suit through eight phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of deinitialization
* * ninja - The human who is being affected by the suit
* * phase - The phase of deinitialization
*/
* Deinitializes the ninja suit
*
* Deinitializes the ninja suit through eight phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of deinitialization
* * ninja - The human who is being affected by the suit
* * phase - The phase of deinitialization
*/
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay, mob/living/carbon/human/ninja = affecting == loc ? affecting : null, phase = 0)
if (!ninja || !ninja.mind)
s_busy = FALSE
@@ -5,12 +5,12 @@
icon_icon = 'icons/obj/items_and_weapons.dmi'
/**
* Proc called to recall the ninja's sword.
*
* Called to summon the ninja's katana back to them
* If the katana can see the ninja, it will throw itself towards them.
* If not, the katana will teleport itself to the ninja.
*/
* Proc called to recall the ninja's sword.
*
* Called to summon the ninja's katana back to them
* If the katana can see the ninja, it will throw itself towards them.
* If not, the katana will teleport itself to the ninja.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall()
var/mob/living/carbon/human/ninja = affecting
var/cost = 0
+8 -8
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@@ -1,12 +1,12 @@
/**
* # Ninja Shoes
*
* Space ninja's shoes. Gives him armor on his feet.
*
* Space ninja's ninja shoes. How mousey. Gives him slip protection and protection against attacks.
* Also are temperature resistant.
*
*/
* # Ninja Shoes
*
* Space ninja's shoes. Gives him armor on his feet.
*
* Space ninja's ninja shoes. How mousey. Gives him slip protection and protection against attacks.
* Also are temperature resistant.
*
*/
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
+39 -39
View File
@@ -1,13 +1,13 @@
/**
* # Ninja Suit
*
* Space ninja's suit. Provides him with most of his powers.
*
* Space ninja's suit. Gives space ninja all his iconic powers, which are mostly kept in
* the folder ninja_equipment_actions. Has a lot of unique stuff going on, so make sure to check
* the variables. Check suit_attackby to see radium interaction, disk copying, and cell replacement.
*
*/
* # Ninja Suit
*
* Space ninja's suit. Provides him with most of his powers.
*
* Space ninja's suit. Gives space ninja all his iconic powers, which are mostly kept in
* the folder ninja_equipment_actions. Has a lot of unique stuff going on, so make sure to check
* the variables. Check suit_attackby to see radium interaction, disk copying, and cell replacement.
*
*/
/obj/item/clothing/suit/space/space_ninja
name = "ninja suit"
desc = "A unique, vacuum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
@@ -142,7 +142,7 @@
toggle_stealth()
return TRUE
return FALSE
/obj/item/clothing/suit/space/space_ninja/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
. = ..()
if(stealth)
@@ -150,14 +150,14 @@
s_coold = 5
/**
* Proc for changing the suit's appearance upon locking.
*
* Proc for when space ninja's suit locks. If the user selects Original, gives it glowing lights, along with having an alternate sprite for female body types.
* Yes, we do have nipLEDs, how could you tell?
* If the user selects New Age, it applies new sprites to all the gear.
* Arguments:
* * ninja - The person wearing the suit.
*/
* Proc for changing the suit's appearance upon locking.
*
* Proc for when space ninja's suit locks. If the user selects Original, gives it glowing lights, along with having an alternate sprite for female body types.
* Yes, we do have nipLEDs, how could you tell?
* If the user selects New Age, it applies new sprites to all the gear.
* Arguments:
* * ninja - The person wearing the suit.
*/
/obj/item/clothing/suit/space/space_ninja/proc/lockIcons(mob/living/carbon/human/ninja)
var/design_choice = alert(ninja, "Please choose your desired suit design.",,"Original","New Age")
switch(design_choice)
@@ -171,18 +171,18 @@
n_gloves.icon_state = "ninja_new"
if(n_mask)
n_mask.icon_state = "ninja_new"
/**
* Proc called to lock the important gear pieces onto space ninja's body.
*
* Called during the suit startup to lock all gear pieces onto space ninja.
* Terminates if a gear piece is not being worn. Also gives the ninja the inability to use firearms.
* If the person in the suit isn't a ninja when this is called, this proc just gibs them instead.
* Arguments:
* * ninja - The person wearing the suit.
* * Returns false if the locking fails due to lack of all suit parts, and true if it succeeds.
*/
* Proc called to lock the important gear pieces onto space ninja's body.
*
* Called during the suit startup to lock all gear pieces onto space ninja.
* Terminates if a gear piece is not being worn. Also gives the ninja the inability to use firearms.
* If the person in the suit isn't a ninja when this is called, this proc just gibs them instead.
* Arguments:
* * ninja - The person wearing the suit.
* * Returns false if the locking fails due to lack of all suit parts, and true if it succeeds.
*/
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/human/ninja)
if(!istype(ninja))
return FALSE
@@ -214,13 +214,13 @@
return TRUE
/**
* Proc called to unlock all the gear off space ninja's body.
*
* Proc which is essentially the opposite of lock_suit. Lets you take off all the suit parts.
* Also gets rid of the objection to using firearms from the wearer.
* Arguments:
* * ninja - The person wearing the suit.
*/
* Proc called to unlock all the gear off space ninja's body.
*
* Proc which is essentially the opposite of lock_suit. Lets you take off all the suit parts.
* Also gets rid of the objection to using firearms from the wearer.
* Arguments:
* * ninja - The person wearing the suit.
*/
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit(mob/living/carbon/human/ninja)
affecting = null
REMOVE_TRAIT(src, TRAIT_NODROP, NINJA_SUIT_TRAIT)
@@ -242,10 +242,10 @@
n_mask.icon_state = "s-ninja"
/**
* Proc used to delete all the attachments and itself.
*
* Can be called to entire rid of the suit pieces and the suit itself.
*/
* Proc used to delete all the attachments and itself.
*
* Can be called to entire rid of the suit pieces and the suit itself.
*/
/obj/item/clothing/suit/space/space_ninja/proc/terminate()
QDEL_NULL(n_hood)
QDEL_NULL(n_gloves)