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CI now bans the use of weird spacing in conditionals (#22777)
* no more spaces * Matthew 10:22 * fixes * dgamerl review * Update code/modules/hydroponics/plant_genes.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/bot/ed209bot.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/mob/mob.dm * Update code/modules/pda/PDA.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * fuck * bah * Update tools/ci/check_grep2.py Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * oops * guh --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -10,13 +10,13 @@
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if(IS_DYNAMIC_LIGHTING(src))
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cut_overlay(/obj/effect/fullbright)
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for (var/turf/T in src)
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for(var/turf/T in src)
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if(IS_DYNAMIC_LIGHTING(T))
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T.lighting_build_overlay()
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else
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add_overlay(/obj/effect/fullbright)
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for (var/turf/T in src)
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for(var/turf/T in src)
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if(T.lighting_object)
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T.lighting_clear_overlay()
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@@ -88,7 +88,7 @@
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T.reconsider_lights()
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/atom/vv_edit_var(var_name, var_value)
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switch (var_name)
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switch(var_name)
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if("light_range")
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set_light(l_range=var_value)
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return TRUE
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@@ -131,14 +131,14 @@
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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var/thing
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for (thing in affecting_turfs)
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for(thing in affecting_turfs)
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var/turf/T = thing
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LAZYREMOVE(T.affecting_lights, src)
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affecting_turfs = null
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var/datum/lighting_corner/C
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for (thing in effect_str)
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for(thing in effect_str)
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C = thing
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REMOVE_CORNER(C)
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@@ -239,19 +239,19 @@
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LAZYINITLIST(affecting_turfs)
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (thing in L)
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for(thing in L)
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T = thing
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LAZYADD(T.affecting_lights, src)
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (thing in L)
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for(thing in L)
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T = thing
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LAZYREMOVE(T.affecting_lights, src)
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LAZYINITLIST(effect_str)
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if(needs_update == LIGHTING_VIS_UPDATE)
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for (thing in corners - effect_str) // New corners
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for(thing in corners - effect_str) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if(!C.active)
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@@ -260,7 +260,7 @@
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APPLY_CORNER(C)
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else
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L = corners - effect_str
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for (thing in L) // New corners
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for(thing in L) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if(!C.active)
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@@ -268,7 +268,7 @@
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continue
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APPLY_CORNER(C)
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for (thing in corners - L) // Existing corners
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for(thing in corners - L) // Existing corners
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C = thing
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if(!C.active)
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effect_str[C] = 0
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@@ -276,7 +276,7 @@
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APPLY_CORNER(C)
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L = effect_str - corners
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for (thing in L) // Old, now gone, corners.
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for(thing in L) // Old, now gone, corners.
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C = thing
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REMOVE_CORNER(C)
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LAZYREMOVE(C.affecting, src)
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@@ -13,7 +13,7 @@
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/turf/proc/reconsider_lights()
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var/datum/light_source/L
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var/thing
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for (thing in affecting_lights)
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for(thing in affecting_lights)
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L = thing
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L.vis_update()
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@@ -23,7 +23,7 @@
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var/datum/lighting_corner/C
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var/thing
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for (thing in corners)
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for(thing in corners)
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if(!thing)
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continue
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C = thing
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@@ -46,12 +46,12 @@
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var/thing
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var/datum/lighting_corner/C
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var/datum/light_source/S
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for (thing in corners)
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for(thing in corners)
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if(!thing)
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continue
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C = thing
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if(!C.active) // We would activate the corner, calculate the lighting for it.
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for (thing in C.affecting)
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for(thing in C.affecting)
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S = thing
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S.recalc_corner(C)
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C.active = TRUE
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@@ -64,7 +64,7 @@
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var/totallums = 0
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var/thing
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var/datum/lighting_corner/L
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for (thing in corners)
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for(thing in corners)
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if(!thing)
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continue
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L = thing
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@@ -90,7 +90,7 @@
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/turf/proc/recalc_atom_opacity()
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has_opaque_atom = opacity
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if(!has_opaque_atom)
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for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
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for(var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
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if(A.opacity)
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has_opaque_atom = TRUE
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break
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@@ -117,7 +117,7 @@
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if(!corners)
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corners = list(null, null, null, null)
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for (var/i = 1 to 4)
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for(var/i = 1 to 4)
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if(corners[i]) // Already have a corner on this direction.
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continue
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