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
@@ -48,12 +48,12 @@
update_icon()
/**
* top_off is used to refill the magazine to max, in case you want to increase the size of a magazine with VV then refill it at once
*
* Arguments:
* * load_type - if you want to specify a specific ammo casing type to load, enter the path here, otherwise it'll use the basic [/obj/item/ammo_box/var/ammo_type]. Must be a compatible round
* * starting - Relevant for revolver cylinders, if FALSE then we mind the nulls that represent the empty cylinders (since those nulls don't exist yet if we haven't initialized when this is TRUE)
*/
* top_off is used to refill the magazine to max, in case you want to increase the size of a magazine with VV then refill it at once
*
* Arguments:
* * load_type - if you want to specify a specific ammo casing type to load, enter the path here, otherwise it'll use the basic [/obj/item/ammo_box/var/ammo_type]. Must be a compatible round
* * starting - Relevant for revolver cylinders, if FALSE then we mind the nulls that represent the empty cylinders (since those nulls don't exist yet if we haven't initialized when this is TRUE)
*/
/obj/item/ammo_box/proc/top_off(load_type, starting=FALSE)
if(!load_type) //this check comes first so not defining an argument means we just go with default ammo
load_type = ammo_type
+6 -6
View File
@@ -515,12 +515,12 @@
/**
* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
*
* Returns the former gun_light that has now been replaced by this proc.
* Arguments:
* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
*/
* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
*
* Returns the former gun_light that has now been replaced by this proc.
* Arguments:
* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
*/
/obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light)
// Doesn't look like this should ever happen? We're replacing our old light with our old light?
if(gun_light == new_light)
+1 -1
View File
@@ -61,7 +61,7 @@
var/special_mags = FALSE
///The bolt type of the gun, affects quite a bit of functionality, see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT
var/bolt_type = BOLT_TYPE_STANDARD
///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
var/bolt_locked = FALSE
var/show_bolt_icon = TRUE ///Hides the bolt icon.
///Whether the gun has to be racked each shot or not.
@@ -282,7 +282,7 @@
crosslink()
/obj/item/gun/energy/wormhole_projector/core_inserted
firing_core = TRUE
firing_core = TRUE
/* 3d printer 'pseudo guns' for borgs */