[MIRROR] next grep, no spaces (#10548)

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-03-29 14:13:04 -07:00
committed by GitHub
parent 16a213f699
commit 8d0febfbb6
104 changed files with 1278 additions and 1189 deletions
@@ -44,14 +44,14 @@
name = JOB_CARGO_TECHNICIAN
/obj/effect/landmark/start/miner
name = JOB_SHAFT_MINER
//CHOMP explo keep removed wide comment field
//CHOMP explo keep removed wide comment field
/obj/effect/landmark/start/pf
name = JOB_PATHFINDER
/obj/effect/landmark/start/explorer
name = JOB_EXPLORER
/obj/effect/landmark/start/fieldmedic
name = JOB_FIELD_MEDIC
//CHOMP explo keep removed wide comment field end
//CHOMP explo keep removed wide comment field end
/obj/effect/landmark/start/bartender
name = JOB_BARTENDER
/obj/effect/landmark/start/botanist
+3 -3
View File
@@ -10,9 +10,9 @@
can_atmos_pass = ATMOS_PASS_PROC
/obj/effect/zone_divider/CanZASPass(turf/T, is_zone)
// Special case to prevent us from being part of a zone during the first air master tick.
// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
// startup, but it can't really be helped you know?
// Special case to prevent us from being part of a zone during the first air master tick.
// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
// startup, but it can't really be helped you know?
if(SSair && SSair.current_cycle == 0)
spawn(1)
SSair.mark_for_update(get_turf(src))
+2 -2
View File
@@ -183,8 +183,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
/obj/item/gps/attack_self(mob/user)
display(user)
// Compiles all the data not available directly from the GPS
// Like the positions and directions to all other GPS units
// Compiles all the data not available directly from the GPS
// Like the positions and directions to all other GPS units
/obj/item/gps/proc/display_list()
var/list/dat = list()
@@ -73,7 +73,7 @@
if(blood_volume <= M.species.blood_volume*M.species.blood_level_safe)
bloodloss = TRUE
//CHOMPedit start: Wording
//CHOMPedit start: Wording
if(bleeding_external)
dat += span_bold("Surface Bleeding") + " - Apply bandages or administer Bicaridine.<br>"
if(bleeding_internal)
+10 -10
View File
@@ -38,16 +38,16 @@
return //Stub, used on children.
// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
/* How to create an uplink in 3 easy steps!
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
*/
/** How to create an uplink in 3 easy steps!
*
* 1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
*
* 2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
* The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
*
* 3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
* Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
*/
/obj/item/uplink/hidden
name = "hidden uplink"
+58 -58
View File
@@ -58,18 +58,18 @@
return 0 //not in range and not telekinetic
/**
* 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 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 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/mecha/proc/combat_sleep(var/delay, obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
if(!attacker_controller) // If the attacker for whatever reason is null, don't continue.
@@ -130,8 +130,8 @@
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/mecha/attackby(obj/item/user_toy, mob/living/user)
if(istype(user_toy, /obj/item/toy/mecha))
var/obj/item/toy/mecha/M = user_toy
@@ -140,8 +140,8 @@
..()
/**
* 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/mecha/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target == user)
to_chat(user, span_notice("Target another toy mech if you want to start a battle with yourself."))
@@ -176,8 +176,8 @@
..()
/**
* 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/mecha/attack_tk(mob/user)
if(timer < world.time)
to_chat(user, span_notice("You telekinetically play with [src]."))
@@ -185,12 +185,12 @@
playsound(user, 'sound/mecha/mechstep.ogg', 20, TRUE)
/**
* 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/mecha/proc/withdraw_offer(mob/living/carbon/user)
if(wants_to_battle)
wants_to_battle = FALSE
@@ -209,18 +209,18 @@
. += span_notice("This toy has [wins] wins, and [losses] losses.")
/**
* 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/mecha/proc/mecha_brawl(obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
//A GOOD DAY FOR A SWELL BATTLE!
attacker_controller.visible_message(span_danger(" [attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl! "), \
@@ -380,16 +380,16 @@
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/mecha/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/mecha/attacker, mob/living/carbon/target)
var/datum/gender/T
if(target)
@@ -418,12 +418,12 @@
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/mecha/proc/special_attack_move(obj/item/toy/mecha/victim)
visible_message(special_attack_cry + "!!")
@@ -447,12 +447,12 @@
visible_message("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/mecha/proc/super_special_attack(obj/item/toy/mecha/victim)
visible_message(span_notice(" [src] does a cool flip."))
+1 -1
View File
@@ -14,7 +14,7 @@
* Plushies
* Toy cult sword
* Bouquets
Stick Horse
* Stick Horse
*/
+27 -27
View File
@@ -543,49 +543,49 @@
max_storage_space = ITEMSIZE_COST_NORMAL * 2
/obj/item/storage/belt/fannypack/black
name = "black fannypack"
icon_state = "fannypack_black"
item_state = "fannypack_black"
name = "black fannypack"
icon_state = "fannypack_black"
item_state = "fannypack_black"
/obj/item/storage/belt/fannypack/blue
name = "blue fannypack"
icon_state = "fannypack_blue"
item_state = "fannypack_blue"
name = "blue fannypack"
icon_state = "fannypack_blue"
item_state = "fannypack_blue"
/obj/item/storage/belt/fannypack/cyan
name = "cyan fannypack"
icon_state = "fannypack_cyan"
item_state = "fannypack_cyan"
name = "cyan fannypack"
icon_state = "fannypack_cyan"
item_state = "fannypack_cyan"
/obj/item/storage/belt/fannypack/green
name = "green fannypack"
icon_state = "fannypack_green"
item_state = "fannypack_green"
name = "green fannypack"
icon_state = "fannypack_green"
item_state = "fannypack_green"
/obj/item/storage/belt/fannypack/orange
name = "orange fannypack"
icon_state = "fannypack_orange"
item_state = "fannypack_orange"
name = "orange fannypack"
icon_state = "fannypack_orange"
item_state = "fannypack_orange"
/obj/item/storage/belt/fannypack/purple
name = "purple fannypack"
icon_state = "fannypack_purple"
item_state = "fannypack_purple"
name = "purple fannypack"
icon_state = "fannypack_purple"
item_state = "fannypack_purple"
/obj/item/storage/belt/fannypack/red
name = "red fannypack"
icon_state = "fannypack_red"
item_state = "fannypack_red"
name = "red fannypack"
icon_state = "fannypack_red"
item_state = "fannypack_red"
/obj/item/storage/belt/fannypack/white
name = "white fannypack"
icon_state = "fannypack_white"
item_state = "fannypack_white"
name = "white fannypack"
icon_state = "fannypack_white"
item_state = "fannypack_white"
/obj/item/storage/belt/fannypack/yellow
name = "yellow fannypack"
icon_state = "fannypack_yellow"
item_state = "fannypack_yellow"
name = "yellow fannypack"
icon_state = "fannypack_yellow"
item_state = "fannypack_yellow"
/obj/item/storage/belt/ranger
name = "ranger belt"
@@ -68,11 +68,11 @@ GLOBAL_LIST_INIT(bibleitemstates, list(
to_chat(user, span_notice("You invoke [user.mind.my_religion.deity] and prepare a copy of [src]."))
/**
* 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/bible/proc/check_menu(mob/living/carbon/human/user)
if(user.mind.my_religion.configured)
return FALSE
+1 -1
View File
@@ -61,7 +61,7 @@
/**
*
Notes on change_state
* Notes on change_state
*
* tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations"
*