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
+44 -44
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@@ -361,17 +361,17 @@
check_wounding(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus)
/**
* check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria
*
* We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [/obj/item/bodypart/proc/check_woundings_mods], then go down the list from most severe to least severe wounds in that category.
* We can promote a wound from a lesser to a higher severity this way, but we give up if we have a wound of the given type and fail to roll a higher severity, so no sidegrades/downgrades
*
* Arguments:
* * woundtype- Either WOUND_BLUNT, WOUND_SLASH, WOUND_PIERCE, or WOUND_BURN based on the attack type.
* * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT)
* * wound_bonus- The wound_bonus of an attack
* * bare_wound_bonus- The bare_wound_bonus of an attack
*/
* check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria
*
* We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [/obj/item/bodypart/proc/check_woundings_mods], then go down the list from most severe to least severe wounds in that category.
* We can promote a wound from a lesser to a higher severity this way, but we give up if we have a wound of the given type and fail to roll a higher severity, so no sidegrades/downgrades
*
* Arguments:
* * woundtype- Either WOUND_BLUNT, WOUND_SLASH, WOUND_PIERCE, or WOUND_BURN based on the attack type.
* * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT)
* * wound_bonus- The wound_bonus of an attack
* * bare_wound_bonus- The bare_wound_bonus of an attack
*/
/obj/item/bodypart/proc/check_wounding(woundtype, damage, wound_bonus, bare_wound_bonus)
// note that these are fed into an exponent, so these are magnified
if(HAS_TRAIT(owner, TRAIT_EASILY_WOUNDED))
@@ -443,15 +443,15 @@
new_wound.apply_wound(src, smited = smited)
/**
* check_wounding_mods() is where we handle the various modifiers of a wound roll
*
* A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, if we have a bare_wound_bonus to apply, plus the plain wound_bonus
* We also flick through all of the wounds we currently have on this limb and add their threshold penalties, so that having lots of bad wounds makes you more liable to get hurt worse
* Lastly, we add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound), and a small bonus if the limb is already disabled
*
* Arguments:
* * It's the same ones on [/obj/item/bodypart/proc/receive_damage]
*/
* check_wounding_mods() is where we handle the various modifiers of a wound roll
*
* A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, if we have a bare_wound_bonus to apply, plus the plain wound_bonus
* We also flick through all of the wounds we currently have on this limb and add their threshold penalties, so that having lots of bad wounds makes you more liable to get hurt worse
* Lastly, we add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound), and a small bonus if the limb is already disabled
*
* Arguments:
* * It's the same ones on [/obj/item/bodypart/proc/receive_damage]
*/
/obj/item/bodypart/proc/check_woundings_mods(wounding_type, damage, wound_bonus, bare_wound_bonus)
var/armor_ablation = 0
var/injury_mod = 0
@@ -876,13 +876,13 @@
return i
/**
* update_wounds() is called whenever a wound is gained or lost on this bodypart, as well as if there's a change of some kind on a bone wound possibly changing disabled status
*
* Covers tabulating the damage multipliers we have from wounds (burn specifically), as well as deleting our gauze wrapping if we don't have any wounds that can use bandaging
*
* Arguments:
* * replaced- If true, this is being called from the remove_wound() of a wound that's being replaced, so the bandage that already existed is still relevant, but the new wound hasn't been added yet
*/
* update_wounds() is called whenever a wound is gained or lost on this bodypart, as well as if there's a change of some kind on a bone wound possibly changing disabled status
*
* Covers tabulating the damage multipliers we have from wounds (burn specifically), as well as deleting our gauze wrapping if we don't have any wounds that can use bandaging
*
* Arguments:
* * replaced- If true, this is being called from the remove_wound() of a wound that's being replaced, so the bandage that already existed is still relevant, but the new wound hasn't been added yet
*/
/obj/item/bodypart/proc/update_wounds(replaced = FALSE)
var/dam_mul = 1 //initial(wound_damage_multiplier)
@@ -928,16 +928,16 @@
return bleed_rate
/**
* apply_gauze() is used to- well, apply gauze to a bodypart
*
* As of the Wounds 2 PR, all bleeding is now bodypart based rather than the old bleedstacks system, and 90% of standard bleeding comes from flesh wounds (the exception is embedded weapons).
* The same way bleeding is totaled up by bodyparts, gauze now applies to all wounds on the same part. Thus, having a slash wound, a pierce wound, and a broken bone wound would have the gauze
* applying blood staunching to the first two wounds, while also acting as a sling for the third one. Once enough blood has been absorbed or all wounds with the ACCEPTS_GAUZE flag have been cleared,
* the gauze falls off.
*
* Arguments:
* * gauze- Just the gauze stack we're taking a sheet from to apply here
*/
* apply_gauze() is used to- well, apply gauze to a bodypart
*
* As of the Wounds 2 PR, all bleeding is now bodypart based rather than the old bleedstacks system, and 90% of standard bleeding comes from flesh wounds (the exception is embedded weapons).
* The same way bleeding is totaled up by bodyparts, gauze now applies to all wounds on the same part. Thus, having a slash wound, a pierce wound, and a broken bone wound would have the gauze
* applying blood staunching to the first two wounds, while also acting as a sling for the third one. Once enough blood has been absorbed or all wounds with the ACCEPTS_GAUZE flag have been cleared,
* the gauze falls off.
*
* Arguments:
* * gauze- Just the gauze stack we're taking a sheet from to apply here
*/
/obj/item/bodypart/proc/apply_gauze(obj/item/stack/gauze)
if(!istype(gauze) || !gauze.absorption_capacity)
return
@@ -951,13 +951,13 @@
SEND_SIGNAL(src, COMSIG_BODYPART_GAUZED, gauze)
/**
* seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity.
*
* The passed amount of seepage is deducted from the bandage's absorption capacity, and if we reach a negative absorption capacity, the bandages fall off and we're left with nothing.
*
* Arguments:
* * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?)
*/
* seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity.
*
* The passed amount of seepage is deducted from the bandage's absorption capacity, and if we reach a negative absorption capacity, the bandages fall off and we're left with nothing.
*
* Arguments:
* * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?)
*/
/obj/item/bodypart/proc/seep_gauze(seep_amt = 0)
if(!current_gauze)
return
+19 -19
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@@ -149,13 +149,13 @@
forceMove(Tsec)
/**
* get_mangled_state() is relevant for flesh and bone bodyparts, and returns whether this bodypart has mangled skin, mangled bone, or both (or neither i guess)
*
* Dismemberment for flesh and bone requires the victim to have the skin on their bodypart destroyed (either a critical cut or piercing wound), and at least a hairline fracture
* (severe bone), at which point we can start rolling for dismembering. The attack must also deal at least 10 damage, and must be a brute attack of some kind (sorry for now, cakehat, maybe later)
*
* Returns: BODYPART_MANGLED_NONE if we're fine, BODYPART_MANGLED_FLESH if our skin is broken, BODYPART_MANGLED_BONE if our bone is broken, or BODYPART_MANGLED_BOTH if both are broken and we're up for dismembering
*/
* get_mangled_state() is relevant for flesh and bone bodyparts, and returns whether this bodypart has mangled skin, mangled bone, or both (or neither i guess)
*
* Dismemberment for flesh and bone requires the victim to have the skin on their bodypart destroyed (either a critical cut or piercing wound), and at least a hairline fracture
* (severe bone), at which point we can start rolling for dismembering. The attack must also deal at least 10 damage, and must be a brute attack of some kind (sorry for now, cakehat, maybe later)
*
* Returns: BODYPART_MANGLED_NONE if we're fine, BODYPART_MANGLED_FLESH if our skin is broken, BODYPART_MANGLED_BONE if our bone is broken, or BODYPART_MANGLED_BOTH if both are broken and we're up for dismembering
*/
/obj/item/bodypart/proc/get_mangled_state()
. = BODYPART_MANGLED_NONE
@@ -167,18 +167,18 @@
. |= BODYPART_MANGLED_FLESH
/**
* try_dismember() is used, once we've confirmed that a flesh and bone bodypart has both the skin and bone mangled, to actually roll for it
*
* Mangling is described in the above proc, [/obj/item/bodypart/proc/get_mangled_state]. This simply makes the roll for whether we actually dismember or not
* using how damaged the limb already is, and how much damage this blow was for. If we have a critical bone wound instead of just a severe, we add +10% to the roll.
* Lastly, we choose which kind of dismember we want based on the wounding type we hit with. Note we don't care about all the normal mods or armor for this
*
* Arguments:
* * wounding_type: Either WOUND_BLUNT, WOUND_SLASH, or WOUND_PIERCE, basically only matters for the dismember message
* * wounding_dmg: The damage of the strike that prompted this roll, higher damage = higher chance
* * wound_bonus: Not actually used right now, but maybe someday
* * bare_wound_bonus: ditto above
*/
* try_dismember() is used, once we've confirmed that a flesh and bone bodypart has both the skin and bone mangled, to actually roll for it
*
* Mangling is described in the above proc, [/obj/item/bodypart/proc/get_mangled_state]. This simply makes the roll for whether we actually dismember or not
* using how damaged the limb already is, and how much damage this blow was for. If we have a critical bone wound instead of just a severe, we add +10% to the roll.
* Lastly, we choose which kind of dismember we want based on the wounding type we hit with. Note we don't care about all the normal mods or armor for this
*
* Arguments:
* * wounding_type: Either WOUND_BLUNT, WOUND_SLASH, or WOUND_PIERCE, basically only matters for the dismember message
* * wounding_dmg: The damage of the strike that prompted this roll, higher damage = higher chance
* * wound_bonus: Not actually used right now, but maybe someday
* * bare_wound_bonus: ditto above
*/
/obj/item/bodypart/proc/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
if(wounding_dmg < DISMEMBER_MINIMUM_DAMAGE)
return
+4 -2
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@@ -1,7 +1,9 @@
/datum/surgery/coronary_bypass
name = "Coronary Bypass"
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise_heart, /datum/surgery_step/coronary_bypass, /datum/surgery_step/close)
steps = list(
/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise_heart, /datum/surgery_step/coronary_bypass, /datum/surgery_step/close,
)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
+4 -2
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@@ -1,7 +1,9 @@
/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobectomy, /datum/surgery_step/close)
steps = list(
/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobectomy, /datum/surgery_step/close,
)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
+5 -5
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@@ -78,11 +78,11 @@
Retract()
/**
* Called when the mob uses the "drop item" hotkey
*
* Items inside toolset implants have TRAIT_NODROP, but we can still use the drop item hotkey as a
* quick way to store implant items. In this case, we check to make sure the user has the correct arm
* selected, and that the item is actually owned by us, and then we'll hand off the rest to Retract()
* Called when the mob uses the "drop item" hotkey
*
* Items inside toolset implants have TRAIT_NODROP, but we can still use the drop item hotkey as a
* quick way to store implant items. In this case, we check to make sure the user has the correct arm
* selected, and that the item is actually owned by us, and then we'll hand off the rest to Retract()
**/
/obj/item/organ/cyberimp/arm/proc/dropkey(mob/living/carbon/host)
if(!host)
+3 -3
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@@ -3,7 +3,7 @@
/obj/item/autosurgeon
name = "autosurgeon"
desc = "A device that automatically inserts an implant, skillchip or organ into the user without the hassle of extensive surgery. \
It has a screwdriver slot for removing accidentally added items."
It has a screwdriver slot for removing accidentally added items."
icon = 'icons/obj/device.dmi'
icon_state = "autoimplanter"
inhand_icon_state = "nothing"
@@ -17,7 +17,7 @@
/obj/item/autosurgeon/organ
name = "implant autosurgeon"
desc = "A device that automatically inserts an implant or organ into the user without the hassle of extensive surgery. \
It has a slot to insert implants or organs and a screwdriver slot for removing accidentally added items."
It has a slot to insert implants or organs and a screwdriver slot for removing accidentally added items."
var/organ_type = /obj/item/organ
var/starting_organ
@@ -114,7 +114,7 @@
/obj/item/autosurgeon/skillchip
name = "skillchip autosurgeon"
desc = "A device that automatically inserts a skillchip into the user's brain without the hassle of extensive surgery. \
It has a slot to insert a skillchip and a screwdriver slot for removing accidentally added items."
It has a slot to insert a skillchip and a screwdriver slot for removing accidentally added items."
var/skillchip_type = /obj/item/skillchip
var/starting_skillchip
var/obj/item/skillchip/stored_skillchip
+17 -17
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@@ -1,27 +1,27 @@
/**
* Get the organ object from the mob matching the passed in typepath
*
* Arguments:
* * typepath The typepath of the organ to get
*/
* Get the organ object from the mob matching the passed in typepath
*
* Arguments:
* * typepath The typepath of the organ to get
*/
/mob/proc/getorgan(typepath)
return
/**
* Get organ objects by zone
*
* This will return a list of all the organs that are relevant to the zone that is passedin
*
* Arguments:
* * zone [a BODY_ZONE_X define](https://github.com/tgstation/tgstation/blob/master/code/__DEFINES/combat.dm#L187-L200)
*/
* Get organ objects by zone
*
* This will return a list of all the organs that are relevant to the zone that is passedin
*
* Arguments:
* * zone [a BODY_ZONE_X define](https://github.com/tgstation/tgstation/blob/master/code/__DEFINES/combat.dm#L187-L200)
*/
/mob/proc/getorganszone(zone)
return
/**
* Returns a list of all organs in specified slot
*
* Arguments:
* * slot Slot to get the organs from
*/
* Returns a list of all organs in specified slot
*
* Arguments:
* * slot Slot to get the organs from
*/
/mob/proc/getorganslot(slot)
return
+12 -12
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@@ -156,11 +156,11 @@
applyOrganDamage(d - damage)
/** check_damage_thresholds
* input: M (a mob, the owner of the organ we call the proc on)
* output: returns a message should get displayed.
* description: By checking our current damage against our previous damage, we can decide whether we've passed an organ threshold.
* If we have, send the corresponding threshold message to the owner, if such a message exists.
*/
* input: M (a mob, the owner of the organ we call the proc on)
* output: returns a message should get displayed.
* description: By checking our current damage against our previous damage, we can decide whether we've passed an organ threshold.
* If we have, send the corresponding threshold message to the owner, if such a message exists.
*/
/obj/item/organ/proc/check_damage_thresholds(M)
if(damage == prev_damage)
return
@@ -226,13 +226,13 @@
/** get_availability
* returns whether the species should innately have this organ.
*
* regenerate organs works with generic organs, so we need to get whether it can accept certain organs just by what this returns.
* This is set to return true or false, depending on if a species has a specific organless trait. stomach for example checks if the species has NOSTOMACH and return based on that.
* Arguments:
* S - species, needed to return whether the species has an organ specific trait
*/
* returns whether the species should innately have this organ.
*
* regenerate organs works with generic organs, so we need to get whether it can accept certain organs just by what this returns.
* This is set to return true or false, depending on if a species has a specific organless trait. stomach for example checks if the species has NOSTOMACH and return based on that.
* Arguments:
* S - species, needed to return whether the species has an organ specific trait
*/
/obj/item/organ/proc/get_availability(datum/species/S)
return TRUE