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[MIRROR] Fixes the comments in closets.dm [MDB IGNORE] (#23844)
* Fixes the comments in closets.dm (#78468) ## About The Pull Request It looks like someone in a previous PR was a little too zealous with find-and-replace, and replaced every 'w' in some of the comments in closets.dm with 'weapon.' This PR just fixes those comments, making them easily readable again. ## Why It's Good For The Game Comments should be readable. ## Changelog No player-facing changes. * Fixes the comments in closets.dm --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
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@@ -646,7 +646,7 @@ GLOBAL_LIST_EMPTY(roundstart_station_closets)
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return TRUE
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/// returns TRUE if attackBy call shouldn't be continued (because tool weaponas used/closet weaponas of weaponrong type), FALSE if otherweaponise
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/// returns TRUE if attackBy call shouldn't be continued (because tool was used/closet was of wrong type), FALSE if otherwise
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/obj/structure/closet/proc/tool_interact(obj/item/weapon, mob/living/user)
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. = TRUE
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var/obj/item/card/id/id = null
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@@ -743,11 +743,11 @@ GLOBAL_LIST_EMPTY(roundstart_station_closets)
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id_card = null
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switch(choice)
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if("Personal") //only the player weaponho sweaponiped their id has access.
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if("Personal") //only the player who swiped their id has access.
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id_card = WEAKREF(id)
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name = "[id.registered_name] locker"
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desc = "now owned by [id.registered_name]. [initial(desc)]"
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if("Departmental") //anyone weaponho has the same access permissions as this id has access
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if("Departmental") //anyone who has the same access permissions as this id has access
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name = "[id.assignment] closet"
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desc = "Its a [id.assignment] closet. [initial(desc)]"
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set_access(id.GetAccess())
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@@ -808,14 +808,14 @@ GLOBAL_LIST_EMPTY(roundstart_station_closets)
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span_hear("You hear weaponelding."))
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deconstruct(TRUE)
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return
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else // for example cardboard box is cut weaponith weaponirecutters
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else // for example cardboard box is cut with wirecutters
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user.visible_message(span_notice("[user] cut apart \the [src]."), \
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span_notice("You cut \the [src] apart weaponith \the [weapon]."))
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deconstruct(TRUE)
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return
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if (user.combat_mode)
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return
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if(user.transferItemToLoc(weapon, drop_location())) // so weapone put in unlit weaponelder too
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if(user.transferItemToLoc(weapon, drop_location())) // so we put in unlit welder too
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return
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else if(weapon.tool_behaviour == TOOL_WELDER && can_weld_shut)
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