Purging a lot of space indention in favor of tabs.
This commit is contained in:
@@ -1,72 +1,72 @@
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/obj/effect/landmark/barthpot
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name = "barthpot"
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name = "barthpot"
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/obj/item/barthpot
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name = "Bartholomew"
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icon = 'icons/obj/halloween_items.dmi'
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icon_state = "barthpot"
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anchored = TRUE
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var/items_list = list()
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speech_span = "spooky"
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var/active = TRUE
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name = "Bartholomew"
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icon = 'icons/obj/halloween_items.dmi'
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icon_state = "barthpot"
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anchored = TRUE
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var/items_list = list()
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speech_span = "spooky"
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var/active = TRUE
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/obj/item/barthpot/Destroy()
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var/obj/item/barthpot/n = new src(loc)
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n.items_list = items_list
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..()
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var/obj/item/barthpot/n = new src(loc)
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n.items_list = items_list
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..()
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/obj/item/barthpot/attackby(obj/item/I, mob/user, params)
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if(!active)
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say("Meow!")
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return
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if(!active)
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say("Meow!")
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return
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for(var/I2 in items_list)
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if(istype(I, I2))
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qdel(I)
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new /obj/item/reagent_containers/food/snacks/special_candy(loc)
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to_chat(user, "<span class='notice'>You add the [I.name] to the pot and watch as it melts into the mixture, a candy crystalising in it's wake.</span>")
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say("Hooray! Thank you!")
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items_list -= I2
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return
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say("It doesn't seem like that's magical enough!")
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for(var/I2 in items_list)
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if(istype(I, I2))
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qdel(I)
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new /obj/item/reagent_containers/food/snacks/special_candy(loc)
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to_chat(user, "<span class='notice'>You add the [I.name] to the pot and watch as it melts into the mixture, a candy crystalising in it's wake.</span>")
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say("Hooray! Thank you!")
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items_list -= I2
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return
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say("It doesn't seem like that's magical enough!")
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/obj/item/barthpot/attack_hand(mob/user)
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if(!active)
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say("Meow!")
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return
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say("Hello there, I'm Bartholomew, Jacqueline's Familiar.")
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sleep(20)
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if(!active)
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say("Meow!")
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return
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say("Hello there, I'm Bartholomew, Jacqueline's Familiar.")
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sleep(20)
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say("I'm currently seeking items to put into my pot, if we get the right items, it should crystalise into a magic candy!")
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if(!iscarbon(user))
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say("Though... I'm not sure you can help me.")
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say("I'm currently seeking items to put into my pot, if we get the right items, it should crystalise into a magic candy!")
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if(!iscarbon(user))
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say("Though... I'm not sure you can help me.")
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var/message = "From what I can tell, "
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if(LAZYLEN(items_list) < 5)
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generate_items()
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for(var/I2 in items_list)
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if(!I2)
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items_list -= I2
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continue
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var/obj/item/I3 = new I2
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message += "a [I3.name], "
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message += "currently seem to have the most magic potential."
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sleep(15)
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say("[message]")
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sleep(15)
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//To help people find her
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for(var/mob/living/simple_animal/jacq/J in GLOB.simple_animals[1])
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var/turf/L1 = J.loc
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if(!L1) //Incase someone uh.. puts her in a locker
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return
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var/area/L2 = L1.loc
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if(L2)
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say("Also, it seems that Jacqueline is currently at the [L2], if you're looking for her too.")
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var/message = "From what I can tell, "
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if(LAZYLEN(items_list) < 5)
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generate_items()
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for(var/I2 in items_list)
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if(!I2)
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items_list -= I2
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continue
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var/obj/item/I3 = new I2
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message += "a [I3.name], "
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message += "currently seem to have the most magic potential."
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sleep(15)
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say("[message]")
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sleep(15)
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//To help people find her
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for(var/mob/living/simple_animal/jacq/J in GLOB.simple_animals[1])
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var/turf/L1 = J.loc
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if(!L1) //Incase someone uh.. puts her in a locker
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return
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var/area/L2 = L1.loc
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if(L2)
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say("Also, it seems that Jacqueline is currently at the [L2], if you're looking for her too.")
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/obj/item/barthpot/proc/generate_items()
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var/length = LAZYLEN(items_list)
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var/rand_items = list(/obj/item/bodybag = 1,
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var/length = LAZYLEN(items_list)
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var/rand_items = list(/obj/item/bodybag = 1,
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/obj/item/clothing/glasses/meson = 2,
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/obj/item/clothing/glasses/sunglasses = 1,
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/obj/item/clothing/gloves/color/fyellow = 1,
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@@ -94,7 +94,7 @@
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/obj/item/stack/sheet/metal = 1,
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/obj/item/stack/sheet/mineral/plasma = 1,
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/obj/item/stack/sheet/rglass = 1,
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/obj/item/coin = 1,
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/obj/item/coin = 1,
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/obj/item/crowbar = 4,
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/obj/item/extinguisher = 3,
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/obj/item/hand_labeler = 1,
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@@ -129,28 +129,28 @@
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/obj/item/storage/toolbox = 2,
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/obj/item/reagent_containers/pill = 2,
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/obj/item/clothing/shoes = 8,
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/obj/item/clothing/head = 3,
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/obj/item/reagent_containers/food/snacks = 3,
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/obj/item/reagent_containers/syringe/dart = 2,
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/obj/item/reagent_containers/food/drinks/soda_cans = 5)
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if(length >= 5)
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return TRUE
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//var/metalist = pickweight(GLOB.maintenance_loot)
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for(var/i = length, i <= 5, i+=1)
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var/obj/item = pickweight(rand_items)
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if(!item)
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i-=1
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continue
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for(var/obj/item_dupe in items_list) //No duplicates
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if(item_dupe == item)
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i-=1
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continue
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items_list += item
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return TRUE
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/obj/item/clothing/head = 3,
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/obj/item/reagent_containers/food/snacks = 3,
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/obj/item/reagent_containers/syringe/dart = 2,
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/obj/item/reagent_containers/food/drinks/soda_cans = 5)
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if(length >= 5)
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return TRUE
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//var/metalist = pickweight(GLOB.maintenance_loot)
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for(var/i = length, i <= 5, i+=1)
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var/obj/item = pickweight(rand_items)
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if(!item)
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i-=1
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continue
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for(var/obj/item_dupe in items_list) //No duplicates
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if(item_dupe == item)
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i-=1
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continue
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items_list += item
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return TRUE
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/obj/item/pinpointer/jacq
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name = "The Jacq-Tracq"
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desc = "A handheld tracking device that locks onto witchy signals."
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name = "The Jacq-Tracq"
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desc = "A handheld tracking device that locks onto witchy signals."
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/obj/item/pinpointer/jacq/attack_self(mob/living/user)
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for(var/mob/living/simple_animal/jacq/J in GLOB.simple_animals[1])
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