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Whitespace cleanup part 3. (#19897)
* Whitespace cleanup part 3. * clean up mecha a lot, other review fixes
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@@ -124,8 +124,8 @@
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return TRUE
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/obj/structure/sign/barsign/emp_act(severity)
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set_sign(new /datum/barsign/hiddensigns/empbarsign)
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broken = TRUE
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set_sign(new /datum/barsign/hiddensigns/empbarsign)
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broken = TRUE
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/obj/structure/sign/barsign/emag_act(mob/user)
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if(broken || emagged)
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@@ -41,8 +41,8 @@
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var/atom/movable/A = O
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A.forceMove(T)
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user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
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"<span class='notice'>You pry open \the [src].</span>", \
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"<span class='notice'>You hear splitting wood.</span>")
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"<span class='notice'>You pry open \the [src].</span>", \
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"<span class='notice'>You hear splitting wood.</span>")
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qdel(src)
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else if(user.a_intent != INTENT_HARM)
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attack_hand(user)
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@@ -185,7 +185,7 @@
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update_icon(UPDATE_OVERLAYS)
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return
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else
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//prevents remote "kicks" with TK
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//prevents remote "kicks" with TK
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if(!Adjacent(user))
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return
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>")
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@@ -74,7 +74,7 @@
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if(has_buckled_mobs())
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if(user.a_intent == INTENT_HARM)
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user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
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"<span class='warning'>You begin to the pull the lever.</span>")
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"<span class='warning'>You begin to the pull the lever.</span>")
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current_action = GUILLOTINE_ACTION_INUSE
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if(do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
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@@ -162,7 +162,7 @@
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if(do_after(user, 7, target = src))
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blade_status = GUILLOTINE_BLADE_RAISED
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user.visible_message("<span class='notice'>[user] sharpens the large blade of the guillotine.</span>",
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"<span class='notice'>You sharpen the large blade of the guillotine.</span>")
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"<span class='notice'>You sharpen the large blade of the guillotine.</span>")
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blade_sharpness += 1
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playsound(src, 'sound/items/screwdriver.ogg', 100, 1)
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return
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@@ -17,12 +17,12 @@
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if(istype(W, /obj/item/gun/energy/plasmacutter))
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] is slicing apart the [name]...", \
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"<span class='notice'>You are slicing apart the [name]...</span>")
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"<span class='notice'>You are slicing apart the [name]...</span>")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!loc)
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return
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user.visible_message("[user] slices apart the [name].", \
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"<span class='notice'>You slice apart the [name].</span>")
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"<span class='notice'>You slice apart the [name].</span>")
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deconstruct(TRUE)
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return
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return ..()
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@@ -44,7 +44,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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user.visible_message("[user] rubs some dust off from the [name]'s surface.", \
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"<span class='notice'>You rub some dust off from the [name]'s surface.</span>")
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"<span class='notice'>You rub some dust off from the [name]'s surface.</span>")
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/obj/structure/statue/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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@@ -875,7 +875,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
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"<span class='danger'>You kick [src].</span>")
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"<span class='danger'>You kick [src].</span>")
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take_damage(rand(4,8), BRUTE, MELEE, 1)
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/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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