[MIRROR] Grep for space indentation (#1969)

* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
This commit is contained in:
SkyratBot
2020-12-01 12:26:41 +01:00
committed by GitHub
parent b27b1dc218
commit c487c73f39
469 changed files with 7627 additions and 7552 deletions

View File

@@ -30,14 +30,14 @@
next_move = world.time + ((num + adj)*mod)
/**
* Before anything else, defer these calls to a per-mobtype handler. This allows us to
* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
*
* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
* that's a lot of code duplication and is hard to maintain.
*
* Note that this proc can be overridden, and is in the case of screen objects.
*/
* Before anything else, defer these calls to a per-mobtype handler. This allows us to
* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
*
* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
* that's a lot of code duplication and is hard to maintain.
*
* Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
if(flags_1 & INITIALIZED_1)
SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
@@ -52,18 +52,18 @@
usr.MouseWheelOn(src, delta_x, delta_y, params)
/**
* Standard mob ClickOn()
* Handles exceptions: Buildmode, middle click, modified clicks, mech actions
*
* After that, mostly just check your state, check whether you're holding an item,
* check whether you're adjacent to the target, then pass off the click to whoever
* is receiving it.
* The most common are:
* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* * [atom/proc/attackby] (item,user) - used only when adjacent
* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
* * [mob/proc/RangedAttack] (atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
* Standard mob ClickOn()
* Handles exceptions: Buildmode, middle click, modified clicks, mech actions
*
* After that, mostly just check your state, check whether you're holding an item,
* check whether you're adjacent to the target, then pass off the click to whoever
* is receiving it.
* The most common are:
* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* * [atom/proc/attackby] (item,user) - used only when adjacent
* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
* * [mob/proc/RangedAttack] (atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn( atom/A, params )
if(world.time <= next_click)
return
@@ -180,9 +180,9 @@
return FALSE
/**
* A backwards depth-limited breadth-first-search to see if the target is
* logically "in" anything adjacent to us.
*/
* A backwards depth-limited breadth-first-search to see if the target is
* logically "in" anything adjacent to us.
*/
/atom/movable/proc/CanReach(atom/ultimate_target, obj/item/tool, view_only = FALSE)
var/list/direct_access = DirectAccess()
var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
@@ -254,37 +254,37 @@
/**
* Translates into [atom/proc/attack_hand], etc.
*
* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
* and usage when clicking on things telekinetically (flag=0). This proc will
* not be called at ranged except with telekinesis.
*
* proximity_flag is not currently passed to attack_hand, and is instead used
* in human click code to allow glove touches only at melee range.
*/
* Translates into [atom/proc/attack_hand], etc.
*
* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
* and usage when clicking on things telekinetically (flag=0). This proc will
* not be called at ranged except with telekinesis.
*
* proximity_flag is not currently passed to attack_hand, and is instead used
* in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(atom/A, proximity_flag)
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
return
/**
* Ranged unarmed attack:
*
* This currently is just a default for all mobs, involving
* laser eyes and telekinesis. You could easily add exceptions
* for things like ranged glove touches, spitting alien acid/neurotoxin,
* animals lunging, etc.
*/
* Ranged unarmed attack:
*
* This currently is just a default for all mobs, involving
* laser eyes and telekinesis. You could easily add exceptions
* for things like ranged glove touches, spitting alien acid/neurotoxin,
* animals lunging, etc.
*/
/mob/proc/RangedAttack(atom/A, params)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* Middle click
* Mainly used for swapping hands
*/
* Middle click
* Mainly used for swapping hands
*/
/mob/proc/MiddleClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
@@ -292,10 +292,10 @@
swap_hand()
/**
* Shift click
* For most mobs, examine.
* This is overridden in ai.dm
*/
* Shift click
* For most mobs, examine.
* This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(atom/A)
A.ShiftClick(src)
return
@@ -307,9 +307,9 @@
return
/**
* Ctrl click
* For most objects, pull
*/
* Ctrl click
* For most objects, pull
*/
/mob/proc/CtrlClickOn(atom/A)
A.CtrlClick(src)
return
@@ -330,9 +330,9 @@
else
..()
/**
* Alt click
* Unused except for AI
*/
* Alt click
* Unused except for AI
*/
/mob/proc/AltClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
@@ -357,9 +357,9 @@
return T.Adjacent(src)
/**
* Control+Shift click
* Unused except for AI
*/
* Control+Shift click
* Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(atom/A)
A.CtrlShiftClick(src)
return

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@@ -2,18 +2,17 @@
//PUBLIC - call these wherever you want
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
category is a text string. Each mob may only have one alert per category; the previous one will be replaced
path is a type path of the actual alert type to throw
severity is an optional number that will be placed at the end of the icon_state for this alert
For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
Clicks are forwarded to master
Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
/**
*Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
*category is a text string. Each mob may only have one alert per category; the previous one will be replaced
*path is a type path of the actual alert type to throw
*severity is an optional number that will be placed at the end of the icon_state for this alert
*for example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
*new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
*flicks are forwarded to master
*override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
if(!category || QDELETED(src))
return
@@ -284,15 +283,15 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
var/obj/item/receiving
/**
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered, also registers a signal that removes the alert from anyone who moves away from the giver
* Arguments:
* * taker - The person receiving the alert
* * giver - The person giving the alert and item
* * receiving - The item being given by the giver
*/
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered, also registers a signal that removes the alert from anyone who moves away from the giver
* Arguments:
* * taker - The person receiving the alert
* * giver - The person giving the alert and item
* * receiving - The item being given by the giver
*/
/atom/movable/screen/alert/give/proc/setup(mob/living/carbon/taker, mob/living/carbon/giver, obj/item/receiving)
name = "[giver] is offering [receiving]"
desc = "[giver] is offering [receiving]. Click this alert to take it."

View File

@@ -84,11 +84,11 @@
filters += filter(type="alpha", render_source = O_LIGHTING_VISUAL_RENDER_TARGET, flags = MASK_INVERSE)
/**
* Things placed on this mask the lighting plane. Doesn't render directly.
*
* Gets masked by blocking plane. Use for things that you want blocked by
* mobs, items, etc.
*/
* Things placed on this mask the lighting plane. Doesn't render directly.
*
* Gets masked by blocking plane. Use for things that you want blocked by
* mobs, items, etc.
*/
/atom/movable/screen/plane_master/emissive
name = "emissive plane master"
plane = EMISSIVE_PLANE
@@ -100,11 +100,11 @@
filters += filter(type="alpha", render_source=EMISSIVE_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
/**
* Things placed on this always mask the lighting plane. Doesn't render directly.
*
* Always masks the light plane, isn't blocked by anything. Use for on mob glows,
* magic stuff, etc.
*/
* Things placed on this always mask the lighting plane. Doesn't render directly.
*
* Always masks the light plane, isn't blocked by anything. Use for on mob glows,
* magic stuff, etc.
*/
/atom/movable/screen/plane_master/emissive_unblockable
name = "unblockable emissive plane master"
plane = EMISSIVE_UNBLOCKABLE_PLANE
@@ -112,10 +112,10 @@
render_target = EMISSIVE_UNBLOCKABLE_RENDER_TARGET
/**
* Things placed on this layer mask the emissive layer. Doesn't render directly
*
* You really shouldn't be directly using this, use atom helpers instead
*/
* Things placed on this layer mask the emissive layer. Doesn't render directly
*
* You really shouldn't be directly using this, use atom helpers instead
*/
/atom/movable/screen/plane_master/emissive_blocker
name = "emissive blocker plane master"
plane = EMISSIVE_BLOCKER_PLANE

View File

@@ -122,7 +122,7 @@
var/slot_id
/// Icon when empty. For now used only by humans.
var/icon_empty
/// Icon when contains an item. For now used only by humans.
/// Icon when contains an item. For now used only by humans.
var/icon_full
/// The overlay when hovering over with an item in your hand
var/image/object_overlay

View File

@@ -1,12 +1,12 @@
/**
* This is the proc that handles the order of an item_attack.
*
* The order of procs called is:
* * [/atom/proc/tool_act] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/afterattack]. The return value does not matter.
*/
* This is the proc that handles the order of an item_attack.
*
* The order of procs called is:
* * [/atom/proc/tool_act] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/afterattack]. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return TRUE
@@ -26,30 +26,30 @@
interact(user)
/**
* Called on the item before it hits something
*
* Arguments:
* * atom/A - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
* Called on the item before it hits something
*
* Arguments:
* * atom/A - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
return FALSE //return TRUE to avoid calling attackby after this proc does stuff
/**
* Called on an object being hit by an item
*
* Arguments:
* * obj/item/W - The item hitting this atom
* * mob/user - The wielder of this item
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
* Called on an object being hit by an item
*
* Arguments:
* * obj/item/W - The item hitting this atom
* * mob/user - The wielder of this item
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby(obj/item/W, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
@@ -65,12 +65,12 @@
return I.attack(src, user)
/**
* Called from [/mob/living/proc/attackby]
*
* Arguments:
* * mob/living/M - The mob being hit by this item
* * mob/living/user - The mob hitting with this item
*/
* Called from [/mob/living/proc/attackby]
*
* Arguments:
* * mob/living/M - The mob being hit by this item
* * mob/living/user - The mob hitting with this item
*/
/obj/item/proc/attack(mob/living/M, mob/living/user)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
@@ -152,14 +152,14 @@
return ..()
/**
* Last proc in the [/obj/item/proc/melee_attack_chain]
*
* Arguments:
* * atom/target - The thing that was hit
* * mob/user - The mob doing the hitting
* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
*/
* Last proc in the [/obj/item/proc/melee_attack_chain]
*
* Arguments:
* * atom/target - The thing that was hit
* * mob/user - The mob doing the hitting
* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
*/
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)

View File

@@ -8,12 +8,12 @@
/**
* Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
*
* * By default, emulates the user's unarmed attack.
* * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
* Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
*
* * By default, emulates the user's unarmed attack.
* * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_tk(mob/user)
if(user.stat || !tkMaxRangeCheck(user, src))
return
@@ -38,11 +38,11 @@
/**
* Telekinesis object grab act.
*
* * Called by `/obj/attack_tk()`.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
* Telekinesis object grab act.
*
* * Called by `/obj/attack_tk()`.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/obj/proc/attack_tk_grab(mob/user)
var/obj/item/tk_grab/O = new(src)
O.tk_user = user
@@ -58,13 +58,13 @@
/**
* Telekinesis item attack_self act.
*
* * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
* * It is used for manipulating things at range, for example, opening and closing closets..
* * Defined at the `/atom` level but only used at the `/obj/item` one.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
* Telekinesis item attack_self act.
*
* * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
* * It is used for manipulating things at range, for example, opening and closing closets..
* * Defined at the `/atom` level but only used at the `/obj/item` one.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_self_tk(mob/user)
return