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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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@@ -48,12 +48,12 @@
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update_icon()
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/**
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* 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
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*
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* Arguments:
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* * 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
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* * 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)
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*/
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* 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
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*
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* Arguments:
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* * 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
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* * 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)
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*/
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/obj/item/ammo_box/proc/top_off(load_type, starting=FALSE)
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if(!load_type) //this check comes first so not defining an argument means we just go with default ammo
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load_type = ammo_type
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@@ -515,12 +515,12 @@
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/**
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* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
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*
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* Returns the former gun_light that has now been replaced by this proc.
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* Arguments:
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* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
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*/
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* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
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*
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* Returns the former gun_light that has now been replaced by this proc.
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* Arguments:
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* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
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*/
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/obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light)
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// Doesn't look like this should ever happen? We're replacing our old light with our old light?
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if(gun_light == new_light)
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@@ -61,7 +61,7 @@
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var/special_mags = FALSE
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///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
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var/bolt_type = BOLT_TYPE_STANDARD
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///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
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///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
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var/bolt_locked = FALSE
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var/show_bolt_icon = TRUE ///Hides the bolt icon.
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///Whether the gun has to be racked each shot or not.
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@@ -282,7 +282,7 @@
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crosslink()
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/obj/item/gun/energy/wormhole_projector/core_inserted
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firing_core = TRUE
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firing_core = TRUE
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/* 3d printer 'pseudo guns' for borgs */
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