only tab indentation (#17408)

* only tab indentation

* .
This commit is contained in:
Kashargul
2025-03-23 15:28:15 +01:00
committed by GitHub
parent 6e881d8336
commit 2556102719
84 changed files with 761 additions and 753 deletions
@@ -129,13 +129,13 @@
vision = H.internal_organs_by_name[H.species.vision_organ]
if(!vision)
user.visible_message(span_infoplain(span_bold("\The [user]") + " directs [src] at [M]'s face."), \
span_notice("You direct [src] at [M]'s face."))
span_notice("You direct [src] at [M]'s face."))
to_chat(user, span_warning("You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!"))
user.setClickCooldown(user.get_attack_speed(src))
return
user.visible_message(span_infoplain(span_bold("\The [user]") + " directs [src] to [M]'s eyes."), \
span_notice("You direct [src] to [M]'s eyes."))
span_notice("You direct [src] to [M]'s eyes."))
if(H != user) //can't look into your own eyes buster
if(M.stat == DEAD || M.blinded) //mob is dead or fully blind
to_chat(user, span_warning("\The [M]'s pupils do not react to the light!"))
+2 -2
View File
@@ -133,8 +133,8 @@
for(var/datum/data/record/L in data_core.locked)
if(L.fields["id"] == exploit_id)
data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
data["exploit"]["nanoui_exploit_record"] = html_encode(L.fields["exploit_record"]) // Change stuff into html
data["exploit"]["nanoui_exploit_record"] = replacetext(data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
data["exploit"]["name"] = html_encode(L.fields["name"])
+1 -1
View File
@@ -159,7 +159,7 @@
step_towards(leash_pet, leash_master)
/obj/item/leash/dropped(mob/user)
//Drop the leash, and the leash effects stop
//Drop the leash, and the leash effects stop
. = ..()
if(!leash_pet || !leash_master) //There is no pet. Stop this silliness
return
@@ -8,7 +8,7 @@
var/selection_string = "Select an item:"
var/selection_title = "Item Selection"
var/list/item_options = list("Gift" = /obj/item/a_gift,
"Health Analyzer" = /obj/item/healthanalyzer)
"Health Analyzer" = /obj/item/healthanalyzer)
/obj/item/selectable_item/attack_self(mob/user as mob)
tgui_alert(user, {"[preface_string]"}, preface_title)
+1 -1
View File
@@ -114,4 +114,4 @@
else if(result == 2)
comment = "heads"
user.visible_message(span_notice("[user] has thrown \the [src]. It lands on [comment]!"), \
span_notice("You throw \the [src]. It lands on [comment]!"))
span_notice("You throw \the [src]. It lands on [comment]!"))
+2 -2
View File
@@ -19,8 +19,8 @@
/datum/autopsy_data_scanner
var/weapon = null // this is the DEFINITE weapon type that was used
var/list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
var/list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
var/organ_names = ""
/datum/autopsy_data
+3 -3
View File
@@ -51,15 +51,15 @@
return
if(H == user)
user.visible_message(span_notice("[user] does their lips with \the [src]."), \
span_notice("You take a moment to apply \the [src]. Perfect!"))
span_notice("You take a moment to apply \the [src]. Perfect!"))
H.lip_style = colour
H.update_icons_body()
else
user.visible_message(span_warning("[user] begins to do [H]'s lips with \the [src]."), \
span_notice("You begin to apply \the [src]."))
span_notice("You begin to apply \the [src]."))
if(do_after(user, 20, H)) //user needs to keep their active hand, H does not.
user.visible_message(span_notice("[user] does [H]'s lips with \the [src]."), \
span_notice("You apply \the [src]."))
span_notice("You apply \the [src]."))
H.lip_style = colour
H.update_icons_body()
else
@@ -552,6 +552,6 @@
/obj/item/storage/backpack/satchel/ranger
name = "ranger satchel"
desc = "A satchel designed for the Go Go ERT Rangers series to allow for slightly bigger carry capacity for the ERT-Rangers.\
Unlike the show claims, it is not a phoron-enhanced satchel of holding with plot-relevant content."
Unlike the show claims, it is not a phoron-enhanced satchel of holding with plot-relevant content."
icon = 'icons/obj/clothing/ranger.dmi'
icon_state = "ranger_satchel"
@@ -312,8 +312,8 @@
for(var/obj/item/I in LB.contents)
LB.remove_from_storage(I, T)
user.visible_message(span_notice("[user] empties \the [LB] into \the [src]."), \
span_notice("You empty \the [LB] into \the [src]."), \
span_notice("You hear rustling of clothes."))
span_notice("You empty \the [LB] into \the [src]."), \
span_notice("You hear rustling of clothes."))
return
if(isrobot(user))
return
@@ -1288,7 +1288,7 @@
color = COLOR_YELLOW_GRAY
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"text" = COLOR_BLUE_LIGHT
)
@@ -1297,7 +1297,7 @@
color = COLOR_DARK_BLUE_GRAY
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"text" = COLOR_BEIGE
)
@@ -1306,7 +1306,7 @@
color = COLOR_NT_RED
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"text" = COLOR_OFF_WHITE
)
@@ -1315,7 +1315,7 @@
color = COLOR_ORANGE
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"text" = COLOR_OFF_WHITE
)
@@ -1327,7 +1327,7 @@
color = COLOR_NT_RED
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"marking" = COLOR_OFF_WHITE,
"text_upper" = COLOR_OFF_WHITE
@@ -1337,7 +1337,7 @@
color = COLOR_YELLOW_GRAY
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"marking" = COLOR_OFF_WHITE,
"text_upper" = COLOR_BLUE_LIGHT
@@ -1347,7 +1347,7 @@
color = COLOR_DARK_BLUE_GRAY
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"marking" = COLOR_OFF_WHITE,
"text_upper" = COLOR_BEIGE
@@ -1357,7 +1357,7 @@
color = COLOR_GRAY20
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"marking" = COLOR_NT_RED,
"text_upper" = COLOR_NT_RED
@@ -1367,7 +1367,7 @@
color = COLOR_ORANGE
decals = list(
"crate_bracing"
)
)
extra_decals = list(
"marking" = COLOR_OFF_WHITE,
"text_upper" = COLOR_OFF_WHITE
@@ -70,16 +70,16 @@
if(src.opened)
if(istype(W, /obj/item/shovel))
user.visible_message(span_notice("[user] piles dirt into \the [src.name]."), \
span_notice("You start to pile dirt into \the [src.name]."), \
span_notice("You hear dirt being moved."))
span_notice("You start to pile dirt into \the [src.name]."), \
span_notice("You hear dirt being moved."))
if(do_after(user, 40 * W.toolspeed))
user.visible_message(span_notice("[user] pats down the dirt on top of \the [src.name]."), \
span_notice("You finish filling in \the [src.name]."))
span_notice("You finish filling in \the [src.name]."))
close()
return
else
user.visible_message(span_notice("[user] stops filling in \the [src.name]."), \
span_notice("You change your mind and stop filling in \the [src.name]."))
span_notice("You change your mind and stop filling in \the [src.name]."))
return
if(istype(W, /obj/item/grab))
var/obj/item/grab/G = W
@@ -93,8 +93,8 @@
for(var/obj/item/I in LB.contents)
LB.remove_from_storage(I, T)
user.visible_message(span_notice("[user] empties \the [LB] into \the [src]."), \
span_notice("You empty \the [LB] into \the [src]."), \
span_notice("You hear rustling of clothes."))
span_notice("You empty \the [LB] into \the [src]."), \
span_notice("You hear rustling of clothes."))
return
if(isrobot(user))
return
@@ -107,11 +107,11 @@
if(istype(W, /obj/item/shovel))
if(user.a_intent == I_HURT) // Hurt intent means you're trying to kill someone, or just get rid of the grave
user.visible_message(span_notice("[user] begins to smoothe out the dirt of \the [src.name]."), \
span_notice("You start to smoothe out the dirt of \the [src.name]."), \
span_notice("You hear dirt being moved."))
span_notice("You start to smoothe out the dirt of \the [src.name]."), \
span_notice("You hear dirt being moved."))
if(do_after(user, 40 * W.toolspeed))
user.visible_message(span_notice("[user] finishes smoothing out \the [src.name]."), \
span_notice("You finish smoothing out \the [src.name]."))
span_notice("You finish smoothing out \the [src.name]."))
if(LAZYLEN(contents))
alpha = 40 // If we've got stuff inside, like maybe a person, just make it hard to see us
else
@@ -119,20 +119,20 @@
return
else
user.visible_message(span_notice("[user] stops concealing \the [src.name]."), \
span_notice("You stop concealing \the [src.name]."))
span_notice("You stop concealing \the [src.name]."))
return
else
user.visible_message(span_notice("[user] begins to unearth \the [src.name]."), \
span_notice("You start to unearth \the [src.name]."), \
span_notice("You hear dirt being moved."))
span_notice("You start to unearth \the [src.name]."), \
span_notice("You hear dirt being moved."))
if(do_after(user, 40 * W.toolspeed))
user.visible_message(span_notice("[user] reaches the bottom of \the [src.name]."), \
span_notice("You finish digging out \the [src.name]."))
span_notice("You finish digging out \the [src.name]."))
break_open()
return
else
user.visible_message(span_notice("[user] stops digging out \the [src.name]."), \
span_notice("You stop digging out \the [src.name]."))
span_notice("You stop digging out \the [src.name]."))
return
return
@@ -40,8 +40,8 @@
active_ghost_pods |= AMBLINAL
//VOREStation Add End
user.visible_message(span_notice("[user] pries \the [src] open."), \
span_notice("You pry open \the [src]."), \
span_notice("You hear splitting wood."))
span_notice("You pry open \the [src]."), \
span_notice("You hear splitting wood."))
qdel(src)
else
return attack_hand(user)
@@ -30,8 +30,8 @@
for(var/atom/movable/AM in contents)
if(AM.simulated) AM.forceMove(T)
user.visible_message(span_notice("[user] pries \the [src] open."), \
span_notice("You pry open \the [src]."), \
span_notice("You hear splitting wood."))
span_notice("You pry open \the [src]."), \
span_notice("You hear splitting wood."))
qdel(src)
else
return attack_hand(user)
@@ -73,8 +73,8 @@
/obj/structure/vehiclecage/proc/load_vehicle(var/obj/vehicle/V, mob/user as mob)
if(user)
user.visible_message(span_notice("[user] loads \the [V] into \the [src]."), \
span_notice("You load \the [V] into \the [src]."), \
span_notice("You hear creaking metal."))
span_notice("You load \the [V] into \the [src]."), \
span_notice("You hear creaking metal."))
V.forceMove(src)
@@ -92,8 +92,8 @@
my_vehicle = null
user.visible_message(span_notice("[user] release \the [src]."), \
span_notice("You finally release \the [src]."), \
span_notice("You hear creaking metal."))
span_notice("You finally release \the [src]."), \
span_notice("You hear creaking metal."))
qdel(src)
/obj/structure/vehiclecage/spacebike
+1 -1
View File
@@ -104,7 +104,7 @@
playsound(src, W.usesound, 100, 1)
anchored = !anchored
user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] the grille."), \
span_notice("You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor."))
span_notice("You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor."))
return
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
@@ -54,7 +54,7 @@
<br>\
<ul>\
<li>* These objects do, in fact, power themselves for free, and the modern understanding of the physical world \
is in fact incorrect. This is the most obvious answer, but it is very unlikely to be true.</li>\
is in fact incorrect. This is the most obvious answer, but it is very unlikely to be true.</li>\
<li>* The objects draw from an unknown source of energy that exists at all points in space, or at least where the \
void powered machine was found, that presently cannot be detected or determined, and converts that energy into electrical energy \
to drive the machine it is inside of.</li>\