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https://github.com/VOREStation/VOREStation.git
synced 2026-08-27 14:08:44 +01:00
removes var/ inside all procs (#19450)
* removes var/ inside all procs * . * ugh
This commit is contained in:
@@ -72,13 +72,13 @@
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return "There [amount == 1 ? "is" : "are"] [amount] [material.sheet_singular_name]\s in the [material.sheet_collective_name]."
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return ..()
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/obj/item/stack/material/use(var/used)
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/obj/item/stack/material/use(used)
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. = ..()
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if(QDELETED(src))
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return
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update_strings()
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/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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/obj/item/stack/material/transfer_to(obj/item/stack/S, tamount=null, type_verified)
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var/obj/item/stack/material/M = S
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if(!istype(M) || material.name != M.material.name)
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return 0
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@@ -96,7 +96,7 @@
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if(!material.build_windows(user, src))
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tgui_interact(user)
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/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
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/obj/item/stack/material/attackby(obj/item/W, mob/user)
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if(istype(W,/obj/item/stack/cable_coil))
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material.build_wired_product(user, W, src)
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return
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@@ -10,7 +10,7 @@
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stacktype = "hide"
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no_variants = TRUE
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// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
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/obj/item/stack/animalhide/examine(var/mob/user)
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/obj/item/stack/animalhide/examine(mob/user)
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. = ..()
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. += description_info
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@@ -11,11 +11,11 @@
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max_amount = 20
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stacktype = "hairlesshide"
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/obj/item/stack/hairlesshide/examine(var/mob/user)
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/obj/item/stack/hairlesshide/examine(mob/user)
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. = ..()
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. += description_info
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/obj/item/stack/hairlesshide/water_act(var/wateramount)
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/obj/item/stack/hairlesshide/water_act(wateramount)
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. = ..()
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wateramount = min(amount, round(wateramount))
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for(var/i in 1 to wateramount)
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@@ -35,7 +35,7 @@
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// Increment the amount
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src.use(1)
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/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
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/obj/item/stack/hairlesshide/proc/rapidcure(stacknum = 1)
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stacknum = min(stacknum, amount)
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while(stacknum)
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@@ -16,7 +16,7 @@
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var/dry_type = /obj/item/stack/material/leather
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/obj/item/stack/wetleather/examine(var/mob/user)
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/obj/item/stack/wetleather/examine(mob/user)
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. = ..()
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. += description_info
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. += "\The [src] is [get_dryness_text()]."
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@@ -42,7 +42,7 @@
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use(get_amount())
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return L
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/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, tamount=null, type_verified)
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. = ..()
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if(.) // If it transfers any, do a weighted average of the wetness
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var/obj/item/stack/wetleather/W = S
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@@ -21,7 +21,7 @@
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visible_message("The [drying] is dry!")
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update_icon()
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/obj/structure/tanning_rack/examine(var/mob/user)
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/obj/structure/tanning_rack/examine(mob/user)
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. = ..()
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if(drying)
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. += "\The [drying] is [drying.get_dryness_text()]."
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@@ -34,7 +34,7 @@
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else
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add_overlay("leather_dry")
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/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
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/obj/structure/tanning_rack/attackby(atom/A, mob/user)
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if(istype(A, /obj/item/stack/wetleather))
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if(!drying) // If not drying anything, start drying the thing
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if(user.unEquip(A, target = src))
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@@ -46,7 +46,7 @@
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return TRUE
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return ..()
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/obj/structure/tanning_rack/attack_hand(var/mob/user)
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/obj/structure/tanning_rack/attack_hand(mob/user)
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if(drying)
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var/obj/item/stack/S = drying
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if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
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@@ -63,5 +63,5 @@
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drying = null
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update_icon()
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/obj/structure/tanning_rack/attack_robot(var/mob/user)
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/obj/structure/tanning_rack/attack_robot(mob/user)
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attack_hand(user) // That has checks to
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@@ -77,7 +77,7 @@
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color = "#6f432a"
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plank_type = /obj/item/stack/material/wood/hard
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/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
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/obj/item/stack/material/log/attackby(obj/item/W, mob/user)
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if(!istype(W) || W.force <= 0)
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return ..()
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if(W.sharp && W.edge)
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@@ -45,7 +45,7 @@
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w_class = min(5, round(amount / 10) + 1)
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throw_range = round(amount / 7) + 1
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/obj/item/stack/material/supermatter/use(var/used)
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/obj/item/stack/material/supermatter/use(used)
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. = ..()
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update_mass()
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return
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