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https://github.com/ParadiseSS13/Paradise.git
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File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
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@@ -1,94 +1,94 @@
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/obj/item/storage/briefcase
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name = "briefcase"
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desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
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icon_state = "briefcase"
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item_state = "briefcase"
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flags = CONDUCT
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hitsound = "swing_hit"
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force = 8
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throw_speed = 2
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throw_range = 4
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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max_combined_w_class = 21
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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resistance_flags = FLAMMABLE
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max_integrity = 150
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/obj/item/storage/briefcase/sniperbundle
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desc = "Its label reads \"genuine hardened Captain leather\", but suspiciously has no other tags or branding. Smells like L'Air du Temps."
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force = 10
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/obj/item/storage/briefcase/sniperbundle/New()
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..()
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new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate(src)
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new /obj/item/clothing/accessory/red(src)
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new /obj/item/clothing/under/syndicate/sniper(src)
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new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
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new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
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new /obj/item/suppressor/specialoffer(src)
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/obj/item/storage/briefcase/false_bottomed
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max_w_class = WEIGHT_CLASS_SMALL
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max_combined_w_class = 10
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var/busy_hunting = FALSE
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var/bottom_open = FALSE //is the false bottom open?
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var/obj/item/stored_item = null //what's in the false bottom. If it's a gun, we can fire it
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/obj/item/storage/briefcase/false_bottomed/Destroy()
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if(stored_item)//since the stored_item isn't in the briefcase' contents we gotta remind the game to delete it here.
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QDEL_NULL(stored_item)
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return ..()
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/obj/item/storage/briefcase/false_bottomed/afterattack(atom/A, mob/user, flag, params)
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..()
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if(stored_item && istype(stored_item, /obj/item/gun) && !Adjacent(A))
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var/obj/item/gun/stored_gun = stored_item
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stored_gun.afterattack(A, user, flag, params)
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/obj/item/storage/briefcase/false_bottomed/attackby(var/obj/item/I, mob/user)
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if(bottom_open)
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if(stored_item)
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to_chat(user, "<span class='warning'>There's already something in the false bottom!</span>")
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return
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='warning'>The [I] is too big to fit in the false bottom!</span>")
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return
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if(!user.drop_item(I))
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user << "<span class='warning'>The [I] is stuck to your hands!</span>"
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return
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stored_item = I
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max_w_class = WEIGHT_CLASS_NORMAL - stored_item.w_class
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I.forceMove(null) //null space here we go - to stop it showing up in the briefcase
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to_chat(user, "You place the [I] into the false bottom of the briefcase.")
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else
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return ..()
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/obj/item/storage/briefcase/false_bottomed/screwdriver_act(mob/user, obj/item/I)
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if(!bottom_open && busy_hunting)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(!bottom_open)
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to_chat(user, "You begin to hunt around the rim of the [src]...")
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busy_hunting = TRUE
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if(do_after(user, 20, target = src))
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if(user)
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to_chat(user, "You pry open the false bottom!")
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bottom_open = TRUE
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busy_hunting = FALSE
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else
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to_chat(user, "You push the false bottom down and close it with a click[stored_item ? ", with the [stored_item] snugly inside." : "."]")
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bottom_open = FALSE
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/obj/item/storage/briefcase/false_bottomed/attack_hand(mob/user)
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if(bottom_open && stored_item)
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user.put_in_hands(stored_item)
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to_chat(user, "You pull out the [stored_item] from the [src]'s false bottom.")
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stored_item = null
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max_w_class = initial(max_w_class)
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else
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return ..()
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/obj/item/storage/briefcase
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name = "briefcase"
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desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
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icon_state = "briefcase"
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item_state = "briefcase"
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flags = CONDUCT
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hitsound = "swing_hit"
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force = 8
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throw_speed = 2
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throw_range = 4
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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max_combined_w_class = 21
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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resistance_flags = FLAMMABLE
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max_integrity = 150
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/obj/item/storage/briefcase/sniperbundle
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desc = "Its label reads \"genuine hardened Captain leather\", but suspiciously has no other tags or branding. Smells like L'Air du Temps."
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force = 10
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/obj/item/storage/briefcase/sniperbundle/New()
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..()
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new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate(src)
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new /obj/item/clothing/accessory/red(src)
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new /obj/item/clothing/under/syndicate/sniper(src)
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new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
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new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
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new /obj/item/suppressor/specialoffer(src)
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/obj/item/storage/briefcase/false_bottomed
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max_w_class = WEIGHT_CLASS_SMALL
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max_combined_w_class = 10
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var/busy_hunting = FALSE
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var/bottom_open = FALSE //is the false bottom open?
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var/obj/item/stored_item = null //what's in the false bottom. If it's a gun, we can fire it
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/obj/item/storage/briefcase/false_bottomed/Destroy()
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if(stored_item)//since the stored_item isn't in the briefcase' contents we gotta remind the game to delete it here.
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QDEL_NULL(stored_item)
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return ..()
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/obj/item/storage/briefcase/false_bottomed/afterattack(atom/A, mob/user, flag, params)
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..()
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if(stored_item && istype(stored_item, /obj/item/gun) && !Adjacent(A))
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var/obj/item/gun/stored_gun = stored_item
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stored_gun.afterattack(A, user, flag, params)
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/obj/item/storage/briefcase/false_bottomed/attackby(var/obj/item/I, mob/user)
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if(bottom_open)
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if(stored_item)
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to_chat(user, "<span class='warning'>There's already something in the false bottom!</span>")
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return
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='warning'>The [I] is too big to fit in the false bottom!</span>")
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return
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if(!user.drop_item(I))
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user << "<span class='warning'>The [I] is stuck to your hands!</span>"
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return
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stored_item = I
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max_w_class = WEIGHT_CLASS_NORMAL - stored_item.w_class
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I.forceMove(null) //null space here we go - to stop it showing up in the briefcase
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to_chat(user, "You place the [I] into the false bottom of the briefcase.")
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else
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return ..()
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/obj/item/storage/briefcase/false_bottomed/screwdriver_act(mob/user, obj/item/I)
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if(!bottom_open && busy_hunting)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(!bottom_open)
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to_chat(user, "You begin to hunt around the rim of the [src]...")
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busy_hunting = TRUE
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if(do_after(user, 20, target = src))
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if(user)
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to_chat(user, "You pry open the false bottom!")
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bottom_open = TRUE
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busy_hunting = FALSE
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else
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to_chat(user, "You push the false bottom down and close it with a click[stored_item ? ", with the [stored_item] snugly inside." : "."]")
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bottom_open = FALSE
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/obj/item/storage/briefcase/false_bottomed/attack_hand(mob/user)
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if(bottom_open && stored_item)
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user.put_in_hands(stored_item)
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to_chat(user, "You pull out the [stored_item] from the [src]'s false bottom.")
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stored_item = null
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max_w_class = initial(max_w_class)
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else
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return ..()
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