You start skimming through the manual...
diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 95faced3ed6..89dd43a97e4 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -175,8 +175,8 @@ return new /obj/item/stack/sheet/cloth(user.drop_location()) user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \ - "You cut [src] into pieces of cloth with [I].", \ - "You hear cutting.") + "You cut [src] into pieces of cloth with [I].", \ + "You hear cutting.") use(2) else return ..() diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index d01ab1e56c1..e57cae20fad 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -60,8 +60,8 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ if(W.use_tool(src, user, 0, volume=40)) var/obj/item/stack/sheet/metal/new_item = new(usr.loc) user.visible_message("[user.name] shaped [src] into metal with [W].", \ - "You shape [src] into metal with [W].", \ - "You hear welding.") + "You shape [src] into metal with [W].", \ + "You hear welding.") var/obj/item/stack/rods/R = src src = null var/replace = (user.get_inactive_held_item()==R) diff --git a/code/game/objects/items/stacks/sheets/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm index 23cc41191ca..ab5d3098d24 100644 --- a/code/game/objects/items/stacks/sheets/leather.dm +++ b/code/game/objects/items/stacks/sheets/leather.dm @@ -210,9 +210,8 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( \ . = ..() . += GLOB.sinew_recipes -/* - * Plates - */ + +/*Plates*/ /obj/item/stack/sheet/animalhide/goliath_hide name = "goliath hide plates" desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna." diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index aeeaecefb18..de9ed660059 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -75,17 +75,17 @@ update_icon() /** Sets the amount of materials per unit for this stack. - * - * Arguments: - * - [mats][/list]: The value to set the mats per unit to. - * - multiplier: The amount to multiply the mats per unit by. Defaults to 1. - */ + * + * Arguments: + * - [mats][/list]: The value to set the mats per unit to. + * - multiplier: The amount to multiply the mats per unit by. Defaults to 1. + */ /obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1) mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier) update_custom_materials() /** Updates the custom materials list of this stack. - */ + */ /obj/item/stack/proc/update_custom_materials() set_custom_materials(mats_per_unit, amount) @@ -147,11 +147,11 @@ . = (amount) /** - * Builds all recipes in a given recipe list and returns an association list containing them - * - * Arguments: - * * recipe_to_iterate - The list of recipes we are using to build recipes - */ + * Builds all recipes in a given recipe list and returns an association list containing them + * + * Arguments: + * * recipe_to_iterate - The list of recipes we are using to build recipes + */ /obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate) var/list/L = list() for(var/recipe in recipe_to_iterate) @@ -164,11 +164,11 @@ return L /** - * Returns a list of properties of a given recipe - * - * Arguments: - * * R - The stack recipe we are using to get a list of properties - */ + * Returns a list of properties of a given recipe + * + * Arguments: + * * R - The stack recipe we are using to get a list of properties + */ /obj/item/stack/proc/build_recipe(datum/stack_recipe/R) return list( "res_amount" = R.res_amount, @@ -178,12 +178,12 @@ ) /** - * Checks if the recipe is valid to be used - * - * Arguments: - * * R - The stack recipe we are checking if it is valid - * * recipe_list - The list of recipes we are using to check the given recipe - */ + * Checks if the recipe is valid to be used + * + * Arguments: + * * R - The stack recipe we are checking if it is valid + * * recipe_list - The list of recipes we are using to check the given recipe + */ /obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list) for(var/S in recipe_list) if(S == R) @@ -381,10 +381,10 @@ return FALSE /** Adds some number of units to this stack. - * - * Arguments: - * - _amount: The number of units to add to this stack. - */ + * + * Arguments: + * - _amount: The number of units to add to this stack. + */ /obj/item/stack/proc/add(_amount) if (is_cyborg) source.add_charge(_amount * cost) @@ -396,10 +396,10 @@ update_weight() /** Checks whether this stack can merge itself into another stack. - * - * Arguments: - * - [check][/obj/item/stack]: The stack to check for mergeability. - */ + * + * Arguments: + * - [check][/obj/item/stack]: The stack to check for mergeability. + */ /obj/item/stack/proc/can_merge(obj/item/stack/check) if(!istype(check, merge_type)) return FALSE @@ -458,11 +458,11 @@ to_chat(user, "You take [stackmaterial] sheets out of the stack.") /** Splits the stack into two stacks. - * - * Arguments: - * - [user][/mob]: The mob splitting the stack. - * - amount: The number of units to split from this stack. - */ + * + * Arguments: + * - [user][/mob]: The mob splitting the stack. + * - amount: The number of units to split from this stack. + */ /obj/item/stack/proc/split_stack(mob/user, amount) if(!use(amount, TRUE, FALSE)) return null diff --git a/code/game/objects/items/stacks/tiles/tile_reskinning.dm b/code/game/objects/items/stacks/tiles/tile_reskinning.dm index bc9331612c6..47270a2a637 100644 --- a/code/game/objects/items/stacks/tiles/tile_reskinning.dm +++ b/code/game/objects/items/stacks/tiles/tile_reskinning.dm @@ -11,8 +11,8 @@ GLOBAL_LIST_EMPTY(tile_reskin_lists) /** - * Caches associative lists with type path index keys and images of said type's initial icon state (typepath -> image). - */ + * Caches associative lists with type path index keys and images of said type's initial icon state (typepath -> image). + */ /obj/item/stack/tile/proc/tile_reskin_list(list/values) var/string_id = values.Join("-") . = GLOB.tile_reskin_lists[string_id] diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index d96140090d8..2a0497d4315 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -70,8 +70,8 @@ if (mineralType == "metal") var/obj/item/stack/sheet/metal/new_item = new(user.loc) user.visible_message("[user.name] shaped [src] into metal with the welding tool.", \ - "You shaped [src] into metal with the welding tool.", \ - "You hear welding.") + "You shaped [src] into metal with the welding tool.", \ + "You hear welding.") var/obj/item/stack/rods/R = src src = null var/replace = (user.get_inactive_held_item()==R) @@ -83,8 +83,8 @@ var/sheet_type = text2path("/obj/item/stack/sheet/mineral/[mineralType]") var/obj/item/stack/sheet/mineral/new_item = new sheet_type(user.loc) user.visible_message("[user.name] shaped [src] into a sheet with the welding tool.", \ - "You shaped [src] into a sheet with the welding tool.", \ - "You hear welding.") + "You shaped [src] into a sheet with the welding tool.", \ + "You hear welding.") var/obj/item/stack/rods/R = src src = null var/replace = (user.get_inactive_held_item()==R) diff --git a/code/game/objects/items/storage/book.dm b/code/game/objects/items/storage/book.dm index 27fa8d21699..a021146bf14 100644 --- a/code/game/objects/items/storage/book.dm +++ b/code/game/objects/items/storage/book.dm @@ -89,11 +89,11 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "burning", SSblackbox.record_feedback("text", "religion_book", 1, "[choice]") /** - * Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with the menu - */ + * Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with the menu + */ /obj/item/storage/book/bible/proc/check_menu(mob/living/carbon/human/user) if(GLOB.bible_icon_state) return FALSE diff --git a/code/game/objects/items/storage/boxes.dm b/code/game/objects/items/storage/boxes.dm index 3013d7a91a3..20fc6ffb142 100644 --- a/code/game/objects/items/storage/boxes.dm +++ b/code/game/objects/items/storage/boxes.dm @@ -446,8 +446,8 @@ var/donktype = /obj/item/food/donkpocket /obj/item/storage/box/donkpockets/PopulateContents() - for(var/i in 1 to 6) - new donktype(src) + for(var/i in 1 to 6) + new donktype(src) /obj/item/storage/box/donkpockets/ComponentInitialize() . = ..() @@ -945,12 +945,12 @@ return ..() /** - * check_menu: Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with a menu - * * P The pen used to interact with a menu - */ + * check_menu: Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with a menu + * * P The pen used to interact with a menu + */ /obj/item/storage/box/papersack/proc/check_menu(mob/user, obj/item/pen/P) if(!istype(user)) return FALSE diff --git a/code/game/objects/items/tcg/tcg.dm b/code/game/objects/items/tcg/tcg.dm index f4821eae056..0fb782ddd40 100644 --- a/code/game/objects/items/tcg/tcg.dm +++ b/code/game/objects/items/tcg/tcg.dm @@ -15,9 +15,9 @@ GLOBAL_LIST_EMPTY(cached_cards) icon = DEFAULT_TCG_DMI_ICON icon_state = "runtime" w_class = WEIGHT_CLASS_TINY - //Unique ID, for use in lookups and storage, used to index the global datum list where the rest of the card's info is stored + ///Unique ID, for use in lookups and storage, used to index the global datum list where the rest of the card's info is stored var/id = "code" - //Used along with the id for lookup + ///Used along with the id for lookup var/series = "coderbus" ///Is the card flipped? var/flipped = FALSE @@ -137,14 +137,14 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) animate(src, transform = ntransform, time = 2, easing = (EASE_IN|EASE_OUT)) /** - * Transforms the card's sprite to look like a small, paper card. Use when outside of inventory - */ + * Transforms the card's sprite to look like a small, paper card. Use when outside of inventory + */ /obj/item/tcgcard/proc/zoom_in() transform = matrix() /** - * Transforms the card's sprite to look like a large, detailed, illustrated paper card. Use when inside of inventory/storage. - */ + * Transforms the card's sprite to look like a large, detailed, illustrated paper card. Use when inside of inventory/storage. + */ /obj/item/tcgcard/proc/zoom_out() transform = matrix(0.3,0,0,0,0.3,0) @@ -161,9 +161,9 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) icon_state = template.icon_state flipped = !flipped /** - * A stack item that's not actually a stack because ORDER MATTERS with a deck of cards! - * The "top" card of the deck will always be the bottom card in the stack for our purposes. - */ + * A stack item that's not actually a stack because ORDER MATTERS with a deck of cards! + * The "top" card of the deck will always be the bottom card in the stack for our purposes. + */ /obj/item/tcgcard_deck name = "Trading Card Pile" desc = "A stack of TCG cards." @@ -249,8 +249,8 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) return ..() /** - * The user draws a single card. The deck is then handled based on how many cards are left. - */ + * The user draws a single card. The deck is then handled based on how many cards are left. + */ /obj/item/tcgcard_deck/proc/draw_card(mob/user) if(!contents.len) CRASH("A TCG deck was created with no cards inside of it.") @@ -267,10 +267,10 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) qdel(src) /** - * The user shuffles the order of the deck, then closes any visability into the deck's storage to prevent cheesing. - * *User: The person doing the shuffling, used in visable message and closing UI. - * *Visible: Will anyone need to hear the visable message about the shuffling? - */ + * The user shuffles the order of the deck, then closes any visability into the deck's storage to prevent cheesing. + * *User: The person doing the shuffling, used in visable message and closing UI. + * *Visible: Will anyone need to hear the visable message about the shuffling? + */ /obj/item/tcgcard_deck/proc/shuffle_deck(mob/user, visable = TRUE) if(!contents) return @@ -282,8 +282,8 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) "You shuffle \the [src]!") /** - * The user flips the deck, turning it into a face up/down pile, and reverses the order of the cards from top to bottom. - */ + * The user flips the deck, turning it into a face up/down pile, and reverses the order of the cards from top to bottom. + */ /obj/item/tcgcard_deck/proc/flip_deck() flipped = !flipped var/list/temp_deck = contents.Copy() diff --git a/code/game/objects/items/toy_mechs.dm b/code/game/objects/items/toy_mechs.dm index 78c47279423..bf28081ba07 100644 --- a/code/game/objects/items/toy_mechs.dm +++ b/code/game/objects/items/toy_mechs.dm @@ -1,6 +1,6 @@ /** - * Mech prizes + MECHA COMBAT!! - */ + * Mech prizes + MECHA COMBAT!! + */ /// Mech battle special attack types. #define SPECIAL_ATTACK_HEAL 1 @@ -67,19 +67,19 @@ special_attack_type_message = "a mystery move, even I don't know." /** - * this proc combines "sleep" while also checking for if the battle should continue - * - * this goes through some of the checks - the toys need to be next to each other to fight! - * if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK) - * if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK) - * if it's player vs mech (suicide): the mech needs to be in range of the player - * if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. - * Arguments: - * * delay - the amount of time the sleep at the end of the check will sleep for - * * attacker - the attacking toy in the battle. - * * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller - * * opponent - (optional) the defender controller in the battle, for PvP - */ + * this proc combines "sleep" while also checking for if the battle should continue + * + * this goes through some of the checks - the toys need to be next to each other to fight! + * if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK) + * if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK) + * if it's player vs mech (suicide): the mech needs to be in range of the player + * if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. + * Arguments: + * * delay - the amount of time the sleep at the end of the check will sleep for + * * attacker - the attacking toy in the battle. + * * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller + * * opponent - (optional) the defender controller in the battle, for PvP + */ /obj/item/toy/prize/proc/combat_sleep(delay, obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent) if(!attacker_controller) return FALSE @@ -140,8 +140,8 @@ attack_self(user) /** - * If you attack a mech with a mech, initiate combat between them - */ + * If you attack a mech with a mech, initiate combat between them + */ /obj/item/toy/prize/attackby(obj/item/user_toy, mob/living/user) if(istype(user_toy, /obj/item/toy/prize)) var/obj/item/toy/prize/P = user_toy @@ -150,8 +150,8 @@ ..() /** - * Attack is called from the user's toy, aimed at target(another human), checking for target's toy. - */ + * Attack is called from the user's toy, aimed at target(another human), checking for target's toy. + */ /obj/item/toy/prize/attack(mob/living/carbon/human/target, mob/living/carbon/human/user) if(target == user) to_chat(user, "Target another toy mech if you want to start a battle with yourself.") @@ -185,8 +185,8 @@ ..() /** - * Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship - */ + * Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship + */ /obj/item/toy/prize/attack_tk(mob/user) if(timer < world.time) to_chat(user, "You telekinetically play with [src].") @@ -197,19 +197,19 @@ /** - * Resets the request for battle. - * - * For use in a timer, this proc resets the wants_to_battle variable after a short period. - * Arguments: - * * user - the user wanting to do battle - */ + * Resets the request for battle. + * + * For use in a timer, this proc resets the wants_to_battle variable after a short period. + * Arguments: + * * user - the user wanting to do battle + */ /obj/item/toy/prize/proc/withdraw_offer(mob/living/carbon/user) if(wants_to_battle) wants_to_battle = FALSE to_chat(user, "You get the feeling they don't want to battle.") /** - * Starts a battle, toy mech vs player. Player... doesn't win. - */ + * Starts a battle, toy mech vs player. Player... doesn't win. + */ /obj/item/toy/prize/suicide_act(mob/living/carbon/user) if(in_combat) to_chat(user, "[src] is in battle, let it finish first.") @@ -264,25 +264,25 @@ . += "This toy has [wins] wins, and [losses] losses." /** - * Override the say proc if they're mute - */ + * Override the say proc if they're mute + */ /obj/item/toy/prize/say() if(!quiet) . = ..() /** - * The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly. - * - * src is the defending toy, and the battle proc is called on it to begin the battle. - * After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts - * until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other. - * It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack. - * When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them. - * Arguments: - * * attacker - the attacking toy, the toy in the attacker_controller's hands - * * attacker_controller - the user, the one who is holding the toys / controlling the fight - * * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src) - */ + * The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly. + * + * src is the defending toy, and the battle proc is called on it to begin the battle. + * After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts + * until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other. + * It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack. + * When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them. + * Arguments: + * * attacker - the attacking toy, the toy in the attacker_controller's hands + * * attacker_controller - the user, the one who is holding the toys / controlling the fight + * * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src) + */ /obj/item/toy/prize/proc/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent) //A GOOD DAY FOR A SWELL BATTLE! attacker_controller.visible_message(" [attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl! ", \ @@ -433,16 +433,16 @@ return /** - * This proc checks if a battle can be initiated between src and attacker. - * - * Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and - * both SRC and attacker (if attacker is included) are checked if they are in combat already. - * If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE - * Arguments: - * * user: the user who is initiating the battle - * * attacker: optional arg for checking two mechs at once - * * target: optional arg used in Mech PvP battles (if used, attacker is target's toy) - */ + * This proc checks if a battle can be initiated between src and attacker. + * + * Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and + * both SRC and attacker (if attacker is included) are checked if they are in combat already. + * If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE + * Arguments: + * * user: the user who is initiating the battle + * * attacker: optional arg for checking two mechs at once + * * target: optional arg used in Mech PvP battles (if used, attacker is target's toy) + */ /obj/item/toy/prize/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/prize/attacker, mob/living/carbon/target) if(attacker?.in_combat) to_chat(user, "[target?target.p_their() : "Your" ] [attacker.name] is in combat.") @@ -464,12 +464,12 @@ return TRUE /** - * Processes any special attack moves that happen in the battle (called in the mechaBattle proc). - * - * Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack. - * Arguments: - * * victim - the toy being hit by the special move - */ + * Processes any special attack moves that happen in the battle (called in the mechaBattle proc). + * + * Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack. + * Arguments: + * * victim - the toy being hit by the special move + */ /obj/item/toy/prize/proc/special_attack_move(obj/item/toy/prize/victim) say(special_attack_cry + "!!") @@ -493,12 +493,12 @@ say("I FORGOT MY SPECIAL ATTACK...") /** - * Base proc for 'other' special attack moves. - * - * This one is only for inheritance, each mech with an 'other' type move has their procs below. - * Arguments: - * * victim - the toy being hit by the super special move (doesn't necessarily need to be used) - */ + * Base proc for 'other' special attack moves. + * + * This one is only for inheritance, each mech with an 'other' type move has their procs below. + * Arguments: + * * victim - the toy being hit by the super special move (doesn't necessarily need to be used) + */ /obj/item/toy/prize/proc/super_special_attack(obj/item/toy/prize/victim) visible_message(" [src] does a cool flip.") diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 07af7c377b9..290de857cf4 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -198,14 +198,14 @@ return MANUAL_SUICIDE /** - * Internal function used in the toy singularity suicide - * - * Cavity implants the toy singularity into the body of the user (arg1), and kills the user. - * Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user. - * Throwing the singularity away will cause the user to start choking themself to death. - * Arguments: - * * user - Whoever is doing the suiciding - */ + * Internal function used in the toy singularity suicide + * + * Cavity implants the toy singularity into the body of the user (arg1), and kills the user. + * Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user. + * Throwing the singularity away will cause the user to start choking themself to death. + * Arguments: + * * user - Whoever is doing the suiciding + */ /obj/item/toy/spinningtoy/proc/manual_suicide(mob/living/carbon/human/user) if(!user) return @@ -292,8 +292,8 @@ playsound(user, 'sound/weapons/gun/revolver/shot.ogg', 100, TRUE) src.bullets-- user.visible_message("[user] fires [src] at [target]!", \ - "You fire [src] at [target]!", \ - "You hear a gunshot!") + "You fire [src] at [target]!", \ + "You hear a gunshot!") /obj/item/toy/ammo/gun name = "capgun ammo" @@ -862,11 +862,11 @@ newobj.resistance_flags = sourceobj.resistance_flags /** - * check_menu: Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with a menu - */ + * check_menu: Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with a menu + */ /obj/item/toy/cards/cardhand/proc/check_menu(mob/living/user) if(!istype(user)) return FALSE @@ -875,8 +875,8 @@ return TRUE /** - * This proc updates the sprite for when you create a hand of cards - */ + * This proc updates the sprite for when you create a hand of cards + */ /obj/item/toy/cards/cardhand/proc/update_sprite() cut_overlays() var/overlay_cards = currenthand.len diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 9fac03bbff2..e3fda7d65d9 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -292,11 +292,11 @@ reskin_obj(user) /** - * Reskins object based on a user's choice - * - * Arguments: - * * M The mob choosing a reskin option - */ + * Reskins object based on a user's choice + * + * Arguments: + * * M The mob choosing a reskin option + */ /obj/proc/reskin_obj(mob/M) if(!LAZYLEN(unique_reskin)) return @@ -317,11 +317,11 @@ to_chat(M, "[src] is now skinned as '[pick].'") /** - * Checks if we are allowed to interact with a radial menu for reskins - * - * Arguments: - * * user The mob interacting with the menu - */ + * Checks if we are allowed to interact with a radial menu for reskins + * + * Arguments: + * * user The mob interacting with the menu + */ /obj/proc/check_reskin_menu(mob/user) if(QDELETED(src)) return FALSE diff --git a/code/game/objects/structures/ai_core.dm b/code/game/objects/structures/ai_core.dm index 3219e4834af..3fa9c292fc5 100644 --- a/code/game/objects/structures/ai_core.dm +++ b/code/game/objects/structures/ai_core.dm @@ -309,7 +309,7 @@ That prevents a few funky behaviors. /obj/structure/ai_core/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card) if(state != AI_READY_CORE || !..()) return - //Transferring a carded AI to a core. + //Transferring a carded AI to a core. if(interaction == AI_TRANS_FROM_CARD) AI.control_disabled = FALSE AI.radio_enabled = TRUE diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index cc60ba42624..fcbb7a135a5 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -328,13 +328,13 @@ var/list/targets = list(O, src) add_fingerprint(user) user.visible_message("[user] [actuallyismob ? "tries to ":""]stuff [O] into [src].", \ - "You [actuallyismob ? "try to ":""]stuff [O] into [src].", \ - "You hear clanging.") + "You [actuallyismob ? "try to ":""]stuff [O] into [src].", \ + "You hear clanging.") if(actuallyismob) if(do_after_mob(user, targets, 40)) user.visible_message("[user] stuffs [O] into [src].", \ - "You stuff [O] into [src].", \ - "You hear a loud metal bang.") + "You stuff [O] into [src].", \ + "You hear a loud metal bang.") var/mob/living/L = O if(!issilicon(L)) L.Paralyze(40) diff --git a/code/game/objects/structures/crates_lockers/crates/large.dm b/code/game/objects/structures/crates_lockers/crates/large.dm index bd21cc5f0bb..4861cc3c5bb 100644 --- a/code/game/objects/structures/crates_lockers/crates/large.dm +++ b/code/game/objects/structures/crates_lockers/crates/large.dm @@ -25,8 +25,8 @@ tear_manifest(user) user.visible_message("[user] pries \the [src] open.", \ - "You pry open \the [src].", \ - "You hear splitting wood.") + "You pry open \the [src].", \ + "You hear splitting wood.") playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, TRUE) var/turf/T = get_turf(src) diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm index 66f6dd9f3a4..17d2c49b384 100644 --- a/code/game/objects/structures/door_assembly.dm +++ b/code/game/objects/structures/door_assembly.dm @@ -98,8 +98,8 @@ if(door_check) user.visible_message("[user] secures the airlock assembly to the floor.", \ - "You start to secure the airlock assembly to the floor...", \ - "You hear wrenching.") + "You start to secure the airlock assembly to the floor...", \ + "You hear wrenching.") if(W.use_tool(src, user, 40, volume=100)) if(anchored) @@ -112,8 +112,8 @@ else user.visible_message("[user] unsecures the airlock assembly from the floor.", \ - "You start to unsecure the airlock assembly from the floor...", \ - "You hear wrenching.") + "You start to unsecure the airlock assembly from the floor...", \ + "You hear wrenching.") if(W.use_tool(src, user, 40, volume=100)) if(!anchored) return @@ -208,7 +208,7 @@ if(G.get_amount() >= 2) playsound(src, 'sound/items/crowbar.ogg', 100, TRUE) user.visible_message("[user] adds [G.name] to the airlock assembly.", \ - "You start to install [G.name] into the airlock assembly...") + "You start to install [G.name] into the airlock assembly...") if(do_after(user, 40, target = src)) if(G.get_amount() < 2 || mineral) return @@ -237,7 +237,7 @@ else if((W.tool_behaviour == TOOL_SCREWDRIVER) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER ) user.visible_message("[user] finishes the airlock.", \ - "You start finishing the airlock...") + "You start finishing the airlock...") if(W.use_tool(src, user, 40, volume=100)) if(loc && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER) diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index ef878ed4c4b..96b4f9d8a5b 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -227,8 +227,8 @@ . = FALSE if(state == GIRDER_DISPLACED) user.visible_message("[user] disassembles the girder.", - "You start to disassemble the girder...", - "You hear clanking and banging noises.") + "You start to disassemble the girder...", + "You hear clanking and banging noises.") if(tool.use_tool(src, user, 40, volume=100)) if(state != GIRDER_DISPLACED) return diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index fc5b4818163..71fa3c987ea 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -141,13 +141,13 @@ W.play_tool_sound(src, 100) set_anchored(!anchored) user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \ - "You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.") + "You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.") return else if(istype(W, /obj/item/stack/rods) && broken) var/obj/item/stack/rods/R = W if(!shock(user, 90)) user.visible_message("[user] rebuilds the broken grille.", \ - "You rebuild the broken grille.") + "You rebuild the broken grille.") new grille_type(src.loc) R.use(1) qdel(src) diff --git a/code/game/objects/structures/guncase.dm b/code/game/objects/structures/guncase.dm index c3bc03e478b..32bead1b45f 100644 --- a/code/game/objects/structures/guncase.dm +++ b/code/game/objects/structures/guncase.dm @@ -66,11 +66,11 @@ update_icon() /** - * show_menu: Shows a radial menu to a user consisting of an available weaponry for taking - * - * Arguments: - * * user The mob to which we are showing the radial menu - */ + * show_menu: Shows a radial menu to a user consisting of an available weaponry for taking + * + * Arguments: + * * user The mob to which we are showing the radial menu + */ /obj/structure/guncase/proc/show_menu(mob/user) if(!LAZYLEN(contents)) return @@ -98,11 +98,11 @@ update_icon() /** - * check_menu: Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with a menu - */ + * check_menu: Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with a menu + */ /obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user) if(!open) return FALSE diff --git a/code/game/objects/structures/icemoon/cave_entrance.dm b/code/game/objects/structures/icemoon/cave_entrance.dm index 0b84a93402b..9e1f5f7e105 100644 --- a/code/game/objects/structures/icemoon/cave_entrance.dm +++ b/code/game/objects/structures/icemoon/cave_entrance.dm @@ -1,11 +1,13 @@ -GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50, - /obj/item/stack/ore/iron = 100, - /obj/item/stack/ore/plasma = 75, - /obj/item/stack/ore/silver = 50, - /obj/item/stack/ore/gold = 50, - /obj/item/stack/ore/diamond = 25, - /obj/item/stack/ore/bananium = 5, - /obj/item/stack/ore/titanium = 75)) +GLOBAL_LIST_INIT(ore_probability, list( + /obj/item/stack/ore/uranium = 50, + /obj/item/stack/ore/iron = 100, + /obj/item/stack/ore/plasma = 75, + /obj/item/stack/ore/silver = 50, + /obj/item/stack/ore/gold = 50, + /obj/item/stack/ore/diamond = 25, + /obj/item/stack/ore/bananium = 5, + /obj/item/stack/ore/titanium = 75, + )) /obj/structure/spawner/ice_moon name = "cave entrance" @@ -24,9 +26,9 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50, clear_rock() /** - * Clears rocks around the spawner when it is created - * - */ + * Clears rocks around the spawner when it is created + * + */ /obj/structure/spawner/ice_moon/proc/clear_rock() for(var/turf/F in RANGE_TURFS(2, src)) if(abs(src.x - F.x) + abs(src.y - F.y) > 3) @@ -41,17 +43,17 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50, return ..() /** - * Effects and messages created when the spawner is destroyed - * - */ + * Effects and messages created when the spawner is destroyed + * + */ /obj/structure/spawner/ice_moon/proc/destroy_effect() playsound(loc,'sound/effects/explosionfar.ogg', 200, TRUE) visible_message("[src] collapses, sealing everything inside!\nOres fall out of the cave as it is destroyed!") /** - * Drops items after the spawner is destroyed - * - */ + * Drops items after the spawner is destroyed + * + */ /obj/structure/spawner/ice_moon/proc/drop_loot() for(var/type in GLOB.ore_probability) var/chance = GLOB.ore_probability[type] @@ -115,17 +117,17 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50, addtimer(CALLBACK(src, .proc/collapse), 5 SECONDS) /** - * Handles portal deletion - * - */ + * Handles portal deletion + * + */ /obj/effect/collapsing_demonic_portal/proc/collapse() drop_loot() qdel(src) /** - * Drops loot from the portal - * - */ + * Drops loot from the portal + * + */ /obj/effect/collapsing_demonic_portal/proc/drop_loot() visible_message("Something slips out of [src]!") var/loot = rand(1, 28) diff --git a/code/game/objects/structures/industrial_lift.dm b/code/game/objects/structures/industrial_lift.dm index f3cc64bab26..bba92d5cbb4 100644 --- a/code/game/objects/structures/industrial_lift.dm +++ b/code/game/objects/structures/industrial_lift.dm @@ -49,13 +49,13 @@ possible_expansions -= borderline /** - * Moves the lift UP or DOWN, this is what users invoke with their hand. - * This is a SAFE proc, ensuring every part of the lift moves SANELY. - * It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming. - * Arguments: - * going - UP or DOWN directions, where the lift should go. Keep in mind by this point checks of whether it should go up or down have already been done. - * user - Whomever made the lift movement. - */ + * Moves the lift UP or DOWN, this is what users invoke with their hand. + * This is a SAFE proc, ensuring every part of the lift moves SANELY. + * It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming. + * Arguments: + * going - UP or DOWN directions, where the lift should go. Keep in mind by this point checks of whether it should go up or down have already been done. + * user - Whomever made the lift movement. + */ /datum/lift_master/proc/MoveLift(going, mob/user) set_controls(LOCKED) for(var/p in lift_platforms) @@ -64,10 +64,10 @@ set_controls(UNLOCKED) /** - * Moves the lift, this is what users invoke with their hand. - * This is a SAFE proc, ensuring every part of the lift moves SANELY. - * It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming. - */ + * Moves the lift, this is what users invoke with their hand. + * This is a SAFE proc, ensuring every part of the lift moves SANELY. + * It also locks controls for the (miniscule) duration of the movement, so the elevator cannot be broken by spamming. + */ /datum/lift_master/proc/MoveLiftHorizontal(going, z) var/max_x = 1 var/max_y = 1 @@ -123,8 +123,8 @@ return TRUE /** - * Sets all lift parts's controls_locked variable. Used to prevent moving mid movement, or cooldowns. - */ + * Sets all lift parts's controls_locked variable. Used to prevent moving mid movement, or cooldowns. + */ /datum/lift_master/proc/set_controls(state) for(var/l in lift_platforms) var/obj/structure/industrial_lift/lift_platform = l diff --git a/code/game/objects/structures/janicart.dm b/code/game/objects/structures/janicart.dm index 9d3aa9c6f4d..eeca76c7048 100644 --- a/code/game/objects/structures/janicart.dm +++ b/code/game/objects/structures/janicart.dm @@ -162,11 +162,11 @@ update_icon() /** - * check_menu: Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with a menu - */ + * check_menu: Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with a menu + */ /obj/structure/janitorialcart/proc/check_menu(mob/living/user) if(!istype(user)) return FALSE diff --git a/code/game/objects/structures/plaques/_plaques.dm b/code/game/objects/structures/plaques/_plaques.dm index 9f083c1d0af..272b729ae85 100644 --- a/code/game/objects/structures/plaques/_plaques.dm +++ b/code/game/objects/structures/plaques/_plaques.dm @@ -40,13 +40,13 @@ /obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I) . = ..() user.visible_message("[user] starts removing [src]...", \ - "You start unfastening [src].") + "You start unfastening [src].") I.play_tool_sound(src) if(!I.use_tool(src, user, 4 SECONDS)) return TRUE playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) user.visible_message("[user] unfastens [src].", \ - "You unfasten [src].") + "You unfasten [src].") var/obj/item/plaque/unwrenched_plaque = new (get_turf(user)) if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers. unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it. @@ -68,11 +68,11 @@ if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user] starts repairing [src]...", \ - "You start repairing [src].") + "You start repairing [src].") if(!I.use_tool(src, user, 4 SECONDS, volume = 50)) return TRUE user.visible_message("[user] finishes repairing [src].", \ - "You finish repairing [src].") + "You finish repairing [src].") obj_integrity = max_integrity return TRUE @@ -86,11 +86,11 @@ if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user] starts repairing [src]...", \ - "You start repairing [src].") + "You start repairing [src].") if(!I.use_tool(src, user, 4 SECONDS, volume = 50)) return TRUE user.visible_message("[user] finishes repairing [src].", \ - "You finish repairing [src].") + "You finish repairing [src].") obj_integrity = max_integrity return TRUE @@ -109,14 +109,14 @@ to_chat(user, "You need to stand next to the plaque to engrave it!") return user.visible_message("[user] begins engraving [src].", \ - "You begin engraving [src].") + "You begin engraving [src].") if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay. return name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title. desc = "The plaque reads: '[descriptionchoice]'" engraved = TRUE //The plaque now has a name, description, and can't be altered again. user.visible_message("[user] engraves [src].", \ - "You engrave [src].") + "You engrave [src].") return if(istype(I, /obj/item/pen)) if(engraved) @@ -141,14 +141,14 @@ to_chat(user, "You need to stand next to the plaque to engrave it!") return user.visible_message("[user] begins engraving [src].", \ - "You begin engraving [src].") + "You begin engraving [src].") if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay. return name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title. desc = "The plaque reads: '[descriptionchoice]'" engraved = TRUE //The plaque now has a name, description, and can't be altered again. user.visible_message("[user] engraves [src].", \ - "You engrave [src].") + "You engrave [src].") return if(istype(I, /obj/item/pen)) if(engraved) @@ -176,7 +176,7 @@ else if(dir & WEST) placed_plaque.pixel_x = -32 user.visible_message("[user] fastens [src] to [target_turf].", \ - "You attach [src] to [target_turf].") + "You attach [src] to [target_turf].") playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE) if(engraved) placed_plaque.name = name diff --git a/code/game/objects/structures/safe.dm b/code/game/objects/structures/safe.dm index 946e96dbca1..d02a802350b 100644 --- a/code/game/objects/structures/safe.dm +++ b/code/game/objects/structures/safe.dm @@ -205,14 +205,14 @@ FLOOR SAFES return TRUE /** - * Checks if safe is considered in a broken state for force-opening the safe - */ + * Checks if safe is considered in a broken state for force-opening the safe + */ /obj/structure/safe/proc/check_broken() - return broken || explosion_count >= BROKEN_THRESHOLD + return broken || explosion_count >= BROKEN_THRESHOLD /** - * Called every dial turn to determine whether the safe should unlock or not. - */ + * Called every dial turn to determine whether the safe should unlock or not. + */ /obj/structure/safe/proc/check_unlocked() if(check_broken()) return TRUE @@ -224,8 +224,8 @@ FLOOR SAFES return FALSE /** - * Called every dial turn to provide feedback if possible. - */ + * Called every dial turn to provide feedback if possible. + */ /obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick) if(!canhear) return diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm index 6b1d06b6893..8b2cd278641 100644 --- a/code/game/objects/structures/signs/_signs.dm +++ b/code/game/objects/structures/signs/_signs.dm @@ -54,10 +54,10 @@ user.examinate(src) /** - * This proc populates GLOBAL_LIST_EMPTY(editable_sign_types) - * - * The first time a pen is used on any sign, this populates GLOBAL_LIST_EMPTY(editable_sign_types), creating a global list of all the signs that you can set a sign backing to with a pen. - */ + * This proc populates GLOBAL_LIST_EMPTY(editable_sign_types) + * + * The first time a pen is used on any sign, this populates GLOBAL_LIST_EMPTY(editable_sign_types), creating a global list of all the signs that you can set a sign backing to with a pen. + */ /proc/populate_editable_sign_types() for(var/s in subtypesof(/obj/structure/sign)) var/obj/structure/sign/potential_sign = s @@ -71,13 +71,13 @@ if(!buildable_sign) return TRUE user.visible_message("[user] starts removing [src]...", \ - "You start unfastening [src].") + "You start unfastening [src].") I.play_tool_sound(src) if(!I.use_tool(src, user, 4 SECONDS)) return TRUE playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) user.visible_message("[user] unfastens [src].", \ - "You unfasten [src].") + "You unfasten [src].") var/obj/item/sign/unwrenched_sign = new (get_turf(user)) if(type != /obj/structure/sign/blank) //If it's still just a basic sign backing, we can (and should) skip some of the below variable transfers. unwrenched_sign.name = name //Copy over the sign structure variables to the sign item we're creating when we unwrench a sign. @@ -101,11 +101,11 @@ if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user] starts repairing [src]...", \ - "You start repairing [src].") + "You start repairing [src].") if(!I.use_tool(src, user, 4 SECONDS, volume =50 )) return TRUE user.visible_message("[user] finishes repairing [src].", \ - "You finish repairing [src].") + "You finish repairing [src].") obj_integrity = max_integrity return TRUE @@ -119,11 +119,11 @@ if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user] starts repairing [src]...", \ - "You start repairing [src].") + "You start repairing [src].") if(!I.use_tool(src, user, 4 SECONDS, volume =50 )) return TRUE user.visible_message("[user] finishes repairing [src].", \ - "You finish repairing [src].") + "You finish repairing [src].") obj_integrity = max_integrity return TRUE @@ -140,7 +140,7 @@ to_chat(user, "You need to stand next to the sign to change it!") return user.visible_message("[user] begins changing [src].", \ - "You begin changing [src].") + "You begin changing [src].") if(!do_after(user, 4 SECONDS, target = src)) //Small delay for changing signs instead of it being instant, so somebody could be shoved or stunned to prevent them from doing so. return var/sign_type = GLOB.editable_sign_types[choice] @@ -153,7 +153,7 @@ changedsign.obj_integrity = obj_integrity qdel(src) user.visible_message("[user] finishes changing the sign.", \ - "You finish changing the sign.") + "You finish changing the sign.") return return ..() @@ -204,7 +204,7 @@ else if(dir & WEST) placed_sign.pixel_x = -32 user.visible_message("[user] fastens [src] to [target_turf].", \ - "You attach the sign to [target_turf].") + "You attach the sign to [target_turf].") playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE) placed_sign.obj_integrity = obj_integrity placed_sign.setDir(dir) diff --git a/code/game/objects/structures/statues.dm b/code/game/objects/structures/statues.dm index cbe7e9fdf73..3131192153e 100644 --- a/code/game/objects/structures/statues.dm +++ b/code/game/objects/structures/statues.dm @@ -257,9 +257,9 @@ icon_state = "snowman" /obj/structure/statue/snow/snowlegion - name = "snowlegion" - desc = "Looks like that weird kid with the tiger plushie has been round here again." - icon_state = "snowlegion" + name = "snowlegion" + desc = "Looks like that weird kid with the tiger plushie has been round here again." + icon_state = "snowlegion" ///////////////////////////////bronze/////////////////////////////////// @@ -322,10 +322,10 @@ return ..() /* - Hit the block to start - Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types. - Hit block again to start sculpting. - Moving interrupts +Hit the block to start +Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types. +Hit block again to start sculpting. +Moving interrupts */ /obj/item/chisel/pre_attack(atom/A, mob/living/user, params) . = ..() diff --git a/code/game/objects/structures/training_machine.dm b/code/game/objects/structures/training_machine.dm index b7f3e204c42..ac8a2921df1 100644 --- a/code/game/objects/structures/training_machine.dm +++ b/code/game/objects/structures/training_machine.dm @@ -7,11 +7,11 @@ #define MAX_ATTACK_DELAY 15 /** - * Machine that runs around wildly so people can practice clickin on things - * - * Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess, - * movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this. - */ + * Machine that runs around wildly so people can practice clickin on things + * + * Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess, + * movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this. + */ /obj/structure/training_machine name = "AURUMILL-Brand MkII. Personnel Training Machine" desc = "Used for combat training simulations. Accepts standard training targets. A pair of buckling straps are attached." @@ -335,10 +335,10 @@ . += "Click to open control interface." /** - * Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't. - * - * Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks. - */ + * Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't. + * + * Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks. + */ /obj/item/training_toolbox name = "Training Toolbox" desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold seperately!" diff --git a/code/game/say.dm b/code/game/say.dm index 7028cb7177c..7adc394a51f 100644 --- a/code/game/say.dm +++ b/code/game/say.dm @@ -1,7 +1,7 @@ /* - Miauw's big Say() rewrite. - This file has the basic atom/movable level speech procs. - And the base of the send_speech() proc, which is the core of saycode. +Miauw's big Say() rewrite. +This file has the basic atom/movable level speech procs. +And the base of the send_speech() proc, which is the core of saycode. */ GLOBAL_LIST_INIT(freqtospan, list( "[FREQ_SCIENCE]" = "sciradio", diff --git a/code/game/sound.dm b/code/game/sound.dm index 386abc41422..f44b4da2e6c 100644 --- a/code/game/sound.dm +++ b/code/game/sound.dm @@ -28,7 +28,7 @@ falloff_distance - Distance at which falloff begins. Sound is at peak volume (in //allocate a channel if necessary now so its the same for everyone channel = channel || SSsounds.random_available_channel() - // Looping through the player list has the added bonus of working for mobs inside containers + // Looping through the player list has the added bonus of working for mobs inside containers var/sound/S = sound(get_sfx(soundin)) var/maxdistance = SOUND_RANGE + extrarange var/source_z = turf_source.z diff --git a/code/game/turfs/closed/walls.dm b/code/game/turfs/closed/walls.dm index 0dede0da120..f932e67accb 100644 --- a/code/game/turfs/closed/walls.dm +++ b/code/game/turfs/closed/walls.dm @@ -150,15 +150,15 @@ return TRUE /** - *Deals damage back to the hulk's arm. - * - *When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used. - *This is in its own proc just to be easily overridden by other wall types. Default allows for three - *smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied - *by hulk code based on arm damage and checked when we call break_an_arm(). - *Arguments: - **arg1 is the arm to deal damage to. - **arg2 is the hulk + *Deals damage back to the hulk's arm. + * + *When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used. + *This is in its own proc just to be easily overridden by other wall types. Default allows for three + *smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied + *by hulk code based on arm damage and checked when we call break_an_arm(). + *Arguments: + **arg1 is the arm to deal damage to. + **arg2 is the hulk */ /turf/closed/wall/proc/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, damage = 20) arm.receive_damage(brute = damage, blocked = 0, wound_bonus = CANT_WOUND) diff --git a/code/game/turfs/open/floor/light_floor.dm b/code/game/turfs/open/floor/light_floor.dm index 2199c1e9466..07e5872b8d3 100644 --- a/code/game/turfs/open/floor/light_floor.dm +++ b/code/game/turfs/open/floor/light_floor.dm @@ -156,12 +156,12 @@ can_modify_colour = FALSE /** - * check_menu: Checks if we are allowed to interact with a radial menu - * - * Arguments: - * * user The mob interacting with a menu - * * multitool The multitool used to interact with a menu - */ + * check_menu: Checks if we are allowed to interact with a radial menu + * + * Arguments: + * * user The mob interacting with a menu + * * multitool The multitool used to interact with a menu + */ /turf/open/floor/light/proc/check_menu(mob/living/user, obj/item/multitool) if(!istype(user)) return FALSE diff --git a/code/game/turfs/open/floor/plating/asteroid.dm b/code/game/turfs/open/floor/plating/asteroid.dm index 459045bf49f..0f14efed70b 100644 --- a/code/game/turfs/open/floor/plating/asteroid.dm +++ b/code/game/turfs/open/floor/plating/asteroid.dm @@ -275,13 +275,13 @@ GLOBAL_LIST_INIT(megafauna_spawn_list, list(/mob/living/simple_animal/hostile/me SpawnFloor(src) /** - * Makes the tunnel and spawns things inside of it - * - * Picks a tunnel width for the tunnel and then starts spawning turfs in the direction it moves in - * Can randomly change directions of the tunnel, stops if it hits the edge of the map, or a no tunnel area - * Can randomly make new tunnels out of itself - * - */ + * Makes the tunnel and spawns things inside of it + * + * Picks a tunnel width for the tunnel and then starts spawning turfs in the direction it moves in + * Can randomly change directions of the tunnel, stops if it hits the edge of the map, or a no tunnel area + * Can randomly make new tunnels out of itself + * + */ /turf/open/floor/plating/asteroid/airless/cave/proc/make_tunnel(dir) var/turf/closed/mineral/tunnel = src var/next_angle = pick(45, -45) diff --git a/code/game/turfs/open/space/space.dm b/code/game/turfs/open/space/space.dm index ebb0691aefd..6d75e006b23 100644 --- a/code/game/turfs/open/space/space.dm +++ b/code/game/turfs/open/space/space.dm @@ -26,10 +26,10 @@ return /** - * Space Initialize - * - * Doesn't call parent, see [/atom/proc/Initialize] - */ + * Space Initialize + * + * Doesn't call parent, see [/atom/proc/Initialize] + */ /turf/open/space/Initialize() SHOULD_CALL_PARENT(FALSE) icon_state = SPACE_ICON_STATE diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 7160b9a4c92..f1c3b71d70a 100755 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -64,10 +64,10 @@ GLOBAL_LIST_EMPTY(station_turfs) . = ..() /** - * Turf Initialize - * - * Doesn't call parent, see [/atom/proc/Initialize] - */ + * Turf Initialize + * + * Doesn't call parent, see [/atom/proc/Initialize] + */ /turf/Initialize(mapload) SHOULD_CALL_PARENT(FALSE) if(flags_1 & INITIALIZED_1) @@ -602,8 +602,8 @@ GLOBAL_LIST_EMPTY(station_turfs) . |= R.expose_turf(src, reagents[R]) /** - * Called when this turf is being washed. Washing a turf will also wash any mopable floor decals - */ + * Called when this turf is being washed. Washing a turf will also wash any mopable floor decals + */ /turf/wash(clean_types) . = ..() diff --git a/code/game/world.dm b/code/game/world.dm index c96a64a6fa8..437311834e4 100644 --- a/code/game/world.dm +++ b/code/game/world.dm @@ -3,31 +3,31 @@ GLOBAL_VAR(restart_counter) /** - * World creation - * - * Here is where a round itself is actually begun and setup. - * * db connection setup - * * config loaded from files - * * loads admins - * * Sets up the dynamic menu system - * * and most importantly, calls initialize on the master subsystem, starting the game loop that causes the rest of the game to begin processing and setting up - * - * - * Nothing happens until something moves. ~Albert Einstein - * - * For clarity, this proc gets triggered later in the initialization pipeline, it is not the first thing to happen, as it might seem. - * - * Initialization Pipeline: - * Global vars are new()'ed, (including config, glob, and the master controller will also new and preinit all subsystems when it gets new()ed) - * Compiled in maps are loaded (mainly centcom). all areas/turfs/objs/mobs(ATOMs) in these maps will be new()ed - * world/New() (You are here) - * Once world/New() returns, client's can connect. - * 1 second sleep - * Master Controller initialization. - * Subsystem initialization. - * Non-compiled-in maps are maploaded, all atoms are new()ed - * All atoms in both compiled and uncompiled maps are initialized() - */ + * World creation + * + * Here is where a round itself is actually begun and setup. + * * db connection setup + * * config loaded from files + * * loads admins + * * Sets up the dynamic menu system + * * and most importantly, calls initialize on the master subsystem, starting the game loop that causes the rest of the game to begin processing and setting up + * + * + * Nothing happens until something moves. ~Albert Einstein + * + * For clarity, this proc gets triggered later in the initialization pipeline, it is not the first thing to happen, as it might seem. + * + * Initialization Pipeline: + * Global vars are new()'ed, (including config, glob, and the master controller will also new and preinit all subsystems when it gets new()ed) + * Compiled in maps are loaded (mainly centcom). all areas/turfs/objs/mobs(ATOMs) in these maps will be new()ed + * world/New() (You are here) + * Once world/New() returns, client's can connect. + * 1 second sleep + * Master Controller initialization. + * Subsystem initialization. + * Non-compiled-in maps are maploaded, all atoms are new()ed + * All atoms in both compiled and uncompiled maps are initialized() + */ /world/New() var/extools = world.GetConfig("env", "EXTOOLS_DLL") || (world.system_type == MS_WINDOWS ? "./byond-extools.dll" : "./libbyond-extools.so") if (fexists(extools)) diff --git a/code/modules/admin/poll_management.dm b/code/modules/admin/poll_management.dm index c14727813cb..abb0431dd28 100644 --- a/code/modules/admin/poll_management.dm +++ b/code/modules/admin/poll_management.dm @@ -1,9 +1,9 @@ /** - * Datum which holds details of a running poll loaded from the database and supplementary info. - * - * Used to minimize the need for querying this data every time it's needed. - * - */ + * Datum which holds details of a running poll loaded from the database and supplementary info. + * + * Used to minimize the need for querying this data every time it's needed. + * + */ /datum/poll_question ///Reference list of the options for this poll, not used by text response polls. var/list/options = list() @@ -41,11 +41,11 @@ var/future_poll /** - * Datum which holds details of a poll option loaded from the database. - * - * Used to minimize the need for querying this data every time it's needed. - * - */ + * Datum which holds details of a poll option loaded from the database. + * + * Used to minimize the need for querying this data every time it's needed. + * + */ /datum/poll_option ///Reference to the poll this option belongs to var/datum/poll_question/parent_poll @@ -67,9 +67,9 @@ var/default_percentage_calc /** - * Shows a list of all current and future polls and buttons to edit or delete them or create a new poll. - * - */ + * Shows a list of all current and future polls and buttons to edit or delete them or create a new poll. + * + */ /datum/admins/proc/poll_list_panel() var/list/output = list("Current and future polls