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ABOLISHES SPACE INDENTATION
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MarinaGryphon committed Jan 18, 2021
1 parent de97433 commit 4687053
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Showing 40 changed files with 264 additions and 274 deletions.
2 changes: 1 addition & 1 deletion code/controllers/failsafe.dm
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Expand Up @@ -2,7 +2,7 @@
* Failsafe
*
* Pretty much pokes the MC to make sure it's still alive.
**/
*/

GLOBAL_REAL(Failsafe, /datum/controller/failsafe)

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2 changes: 1 addition & 1 deletion code/controllers/subsystem/job.dm
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Expand Up @@ -257,7 +257,7 @@ SUBSYSTEM_DEF(job)
/** Proc DivideOccupations
* fills var "assigned_role" for all ready players.
* This proc must not have any side effect besides of modifying "assigned_role".
**/
*/
/datum/controller/subsystem/job/proc/DivideOccupations(list/required_jobs)
//Setup new player list and get the jobs list
JobDebug("Running DO")
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58 changes: 29 additions & 29 deletions code/game/objects/items/stacks/crafting.dm
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@@ -1,51 +1,51 @@
/obj/item/stack/crafting
name = "crafting part"
icon = 'icons/fallout/objects/items.dmi'
amount = 1
max_amount = 50
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_TINY
novariants = TRUE
name = "crafting part"
icon = 'icons/fallout/objects/items.dmi'
amount = 1
max_amount = 50
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_TINY
novariants = TRUE

/obj/item/stack/crafting/metalparts
name = "metal parts"
icon_state = "sheet-metalparts"
singular_name = "metal part"
custom_materials = list(/datum/material/iron = 20000)
flags_1 = CONDUCT_1
name = "metal parts"
icon_state = "sheet-metalparts"
singular_name = "metal part"
custom_materials = list(/datum/material/iron = 20000)
flags_1 = CONDUCT_1

/obj/item/stack/crafting/metalparts/three
amount = 3
amount = 3

/obj/item/stack/crafting/metalparts/five
amount = 5
amount = 5

/obj/item/stack/crafting/goodparts
name = "high quality metal parts"
icon_state = "sheet-goodparts"
singular_name = "high quality metal part"
custom_materials = list(/datum/material/iron = 20000)
flags_1 = CONDUCT_1
name = "high quality metal parts"
icon_state = "sheet-goodparts"
singular_name = "high quality metal part"
custom_materials = list(/datum/material/iron = 20000)
flags_1 = CONDUCT_1

/obj/item/stack/crafting/goodparts/three
amount = 3
amount = 3

/obj/item/stack/crafting/goodparts/five
amount = 5
amount = 5

/obj/item/stack/crafting/electronicparts
name = "electronic parts"
icon_state = "sheet-electronicparts"
singular_name = "electronic part"
custom_materials = list(/datum/material/glass = 20000)
flags_1 = CONDUCT_1
name = "electronic parts"
icon_state = "sheet-electronicparts"
singular_name = "electronic part"
custom_materials = list(/datum/material/glass = 20000)
flags_1 = CONDUCT_1

/obj/item/stack/crafting/electronicparts/three
amount = 3
amount = 3

/obj/item/stack/crafting/electronicparts/five
amount = 5
amount = 5

/obj/item/stack/crafting/powder
name = "bullet remnants"
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2 changes: 1 addition & 1 deletion code/game/objects/items/stacks/f13Cash.dm
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Expand Up @@ -57,7 +57,7 @@
sleep(15)
if(loc == oldloc && user && !user.incapacitated())
user.visible_message("[user] has flipped [src]. It lands on [coinflip].", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='italics'>You hear the clattering of loose change.</span>")
return TRUE//did the coin flip? useful for suicide_act

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2 changes: 1 addition & 1 deletion code/game/objects/items/tools/wrench.dm
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Expand Up @@ -63,7 +63,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/drill_use.ogg'
custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25)
//done for balance reasons, making them high value for research, but harder to get
//done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
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2 changes: 1 addition & 1 deletion code/game/objects/structures/ai_core.dm
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Expand Up @@ -313,7 +313,7 @@ That prevents a few funky behaviors.
/obj/structure/AIcore/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(state != AI_READY_CORE || !..())
return
//Transferring a carded AI to a core.
//Transferring a carded AI to a core.
if(interaction == AI_TRANS_FROM_CARD)
AI.control_disabled = 0
AI.radio_enabled = 1
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6 changes: 3 additions & 3 deletions code/game/objects/structures/loot_pile.dm
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@@ -1,4 +1,4 @@
/*
/*
* Loot piles structures, somewhat inspired from Polaris 13 ones but without the one search per pile ckey/mind restriction
* because the actual code is located its own element and has enough variables already. the piles themselves merely cosmetical.
*/
Expand All @@ -17,13 +17,13 @@
var/icon_states_to_use = list("junk_pile1", "junk_pile2", "junk_pile3", "junk_pile4", "junk_pile5")
var/list/loot

/*
/*
* Associated values in this list are not weights but numbers of times the kery can be rolled
* before being removed from ALL piles with same kind. This is why I wanted 'scavenging' to be an element and not a component.
*/
var/list/unique_loot

/*
/*
* used for restrictions such as "one per mind", "one per ckey". Depending on the setting, these can be either limited to
* the current pile or shared throughout all atoms attached to this element.
*/
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4 changes: 2 additions & 2 deletions code/game/turfs/simulated/floor/f13_floors.dm
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Expand Up @@ -2,8 +2,8 @@
/* Also, a terrain class or something needs to be used as the common parent for asteroid and outside */
/* lazy Saturday coding */

/* Planetary atmos makes the gas infinite basicaly, if you're siphoning it, the world will
just spawn more.
/* Planetary atmos makes the gas infinite basicaly, if you're siphoning it, the world will
just spawn more.
*/

/turf/open/floor/plating/f13 // don't use this for anything, /f13/ is essentially just the new /unsimulated/ but for planets and should probably be phased out entirely everywhere
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2 changes: 1 addition & 1 deletion code/modules/WVM/wmv_buyer.dm
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Expand Up @@ -86,7 +86,7 @@

/obj/machinery/mineral/wasteland_trader/attackby(obj/item/I, mob/user, params)
add_caps(I)
//not sure why anything else was here anyways?
//not sure why anything else was here anyways?

/* Adding a caps to caps storage and release vending item. */
/obj/machinery/mineral/wasteland_trader/proc/add_caps(obj/item/I)
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Expand Up @@ -23,8 +23,8 @@ List of nuances:
- Where the WORD "to" appears, it is linked to the following word by a hyphen, i.e; "to-use"
- Where the WORD "my" appears, it is linked to the following word by a hyphen, i.e; "my-light"
- Although "Ratvar" translates to "Engine" in English, the word "Ratvar" is used regardless of language as it is a proper noun.
- The same rule applies to Ratvar's four generals: Nezbere (Armorer), Sevtug (Fright), Nzcrentr (Amperage), and Inath-neq (Vangu-Ard), although these words can be used in proper context if one is
not referring to the four generals and simply using the words themselves.
- The same rule applies to Ratvar's four generals: Nezbere (Armorer), Sevtug (Fright), Nzcrentr (Amperage), and Inath-neq (Vangu-Ard), although these words can be used in proper context if one is
not referring to the four generals and simply using the words themselves.
*/

//Regexes used to alter english to ratvarian style
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10 changes: 0 additions & 10 deletions code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
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Expand Up @@ -661,16 +661,6 @@ This is here to make the tiles around the station mininuke change when it's arme
if(isobserver(user) || HAS_TRAIT(user.mind, TRAIT_DISK_VERIFIER))
. += "<span class='warning'>The serial numbers on [src] are incorrect.</span>"

/*
* You can't accidentally eat the nuke disk, bro
*/
/*
/obj/item/disk/nuclear/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
M.visible_message("<span class='warning'>[M] looks like [M.p_theyve()] just bitten into something important.</span>", \
"<span class='warning'>Wait, is this the nuke disk?</span>")
return discover_after
*/
/obj/item/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/claymore/highlander) && !fake)
var/obj/item/claymore/highlander/H = I
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2 changes: 1 addition & 1 deletion code/modules/atmospherics/gasmixtures/gas_mixture.dm
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@@ -1,4 +1,4 @@
/*
/*
What are the archived variables for?
Calculations are done using the archived variables with the results merged into the regular variables.
This prevents race conditions that arise based on the order of tile processing.
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2 changes: 1 addition & 1 deletion code/modules/awaymissions/mission_code/wildwest.dm
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Expand Up @@ -31,7 +31,7 @@
requires_power = FALSE


////////// wildwest papers
////////// wildwest papers

/obj/item/paper/fluff/awaymissions/wildwest/grinder
info = "meat grinder requires sacri"
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20 changes: 10 additions & 10 deletions code/modules/cargo/exports.dm
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@@ -1,22 +1,22 @@
/* How it works:
The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
*/

/* The rule in figuring out item export cost:
Export cost of goods in the shipping crate must be always equal or lower than:
packcage cost - crate cost - manifest cost
Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
This is to avoid easy cargo points dupes.
Export cost of goods in the shipping crate must be always equal or lower than:
packcage cost - crate cost - manifest cost
Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
This is to avoid easy cargo points dupes.
Credit dupes that require a lot of manual work shouldn't be removed, unless they yield too much profit for too little work.
For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
100 glass + 50 metal -> 100 reinforced glass
(1500cr -> 1600cr)
100 glass + 50 metal -> 100 reinforced glass
(1500cr -> 1600cr)
then the player gets the profit from selling his own wasted time.
then the player gets the profit from selling his own wasted time.
*/

// Simple holder datum to pass export results around
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26 changes: 13 additions & 13 deletions code/modules/clothing/spacesuits/miscellaneous.dm
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@@ -1,19 +1,19 @@
//miscellaneous spacesuits
/*
Contains:
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: Command, Sec, Engi, Med
- ERT High Alarm - Command, Sec, Engi, Med
- EVA spacesuit
- Radiation Spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: Command, Sec, Engi, Med
- ERT High Alarm - Command, Sec, Engi, Med
- EVA spacesuit
- Radiation Spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
*/

//Death squad armored space suits, not hardsuits!
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2 changes: 1 addition & 1 deletion code/modules/clothing/spacesuits/plasmamen.dm
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@@ -1,4 +1,4 @@
//Suits for the pink and grey skeletons! //EVA version no longer used in favor of the Jumpsuit version
//Suits for the pink and grey skeletons! //EVA version no longer used in favor of the Jumpsuit version


/obj/item/clothing/suit/space/eva/plasmaman
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2 changes: 1 addition & 1 deletion code/modules/events/fugitive_spawning.dm
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Expand Up @@ -86,7 +86,7 @@
spawned_mobs += S
return S

//special spawn for one member. it can be used for a special mob or simply to give one normal member special items.
//special spawn for one member. it can be used for a special mob or simply to give one normal member special items.
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(mob/dead/leader, turf/landing_turf, backstory)
var/datum/mind/player_mind = new /datum/mind(leader.key)
player_mind.active = TRUE
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46 changes: 23 additions & 23 deletions code/modules/fallout/obj/food_and_drinks/food.dm
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Expand Up @@ -327,35 +327,35 @@
filling_color = "B#22222"

/obj/item/reagent_containers/food/snacks/f13/moleratstew
name = "Molerat Stew"
desc = "A hearty stew, simmered in beer with some vegetables. It's good, if you can get over the bitter taste of the meat."
icon_state = "moleratstew"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 5, "tricordrazine" = 5)
list_reagents = list(/datum/reagent/consumable/nutriment = 20)
filling_color = "B#22222"
name = "Molerat Stew"
desc = "A hearty stew, simmered in beer with some vegetables. It's good, if you can get over the bitter taste of the meat."
icon_state = "moleratstew"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 5, "tricordrazine" = 5)
list_reagents = list(/datum/reagent/consumable/nutriment = 20)
filling_color = "B#22222"

/obj/item/reagent_containers/food/snacks/f13/crispysquirrel
name = "Crispy Squirrel Bits"
desc = "Bits of squirrel meat roasted on a skewer. Tasty."
icon_state = "squrrielbits"
list_reagents = list(/datum/reagent/consumable/nutriment = 12)
filling_color = "B#22222"
name = "Crispy Squirrel Bits"
desc = "Bits of squirrel meat roasted on a skewer. Tasty."
icon_state = "squrrielbits"
list_reagents = list(/datum/reagent/consumable/nutriment = 12)
filling_color = "B#22222"

/obj/item/reagent_containers/food/snacks/f13/squirrelstick
name = "Squirrel on a Stick"
desc = "It's a whole squirrel roasted on a stick. Tastes of home on the wastes."
icon_state = "squrrielstick"
list_reagents = list(/datum/reagent/consumable/nutriment = 24)
filling_color = "B#22222"
name = "Squirrel on a Stick"
desc = "It's a whole squirrel roasted on a stick. Tastes of home on the wastes."
icon_state = "squrrielstick"
list_reagents = list(/datum/reagent/consumable/nutriment = 24)
filling_color = "B#22222"

/obj/item/reagent_containers/food/snacks/f13/squirrelstew
name = "Squirrel Stew"
desc = "Stewed squirrel meat with veggies. There's more vegetable than meat."
icon_state = "squrrielsoup"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 6)
list_reagents = list(/datum/reagent/consumable/nutriment = 32)
filling_color = "B#22222"
trash = /obj/item/reagent_containers/glass/bowl
name = "Squirrel Stew"
desc = "Stewed squirrel meat with veggies. There's more vegetable than meat."
icon_state = "squrrielsoup"
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 6)
list_reagents = list(/datum/reagent/consumable/nutriment = 32)
filling_color = "B#22222"
trash = /obj/item/reagent_containers/glass/bowl

/obj/item/reagent_containers/food/snacks/f13/mirelurkstew
name = "Mirelurk Stew"
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2 changes: 1 addition & 1 deletion code/modules/fallout/obj/stack/cash.dm
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@
sleep(15)
if(loc == oldloc && user && !user.incapacitated())
user.visible_message("[user] has flipped [src]. It lands on [coinflip].", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='italics'>You hear the clattering of loose change.</span>")
return TRUE//did the coin flip? useful for suicide_act

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2 changes: 1 addition & 1 deletion code/modules/hydroponics/seed_extractor.dm
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Expand Up @@ -138,7 +138,7 @@
* Adds the seeds to the contents and to an associated list that pregenerates the data
* needed to go to the ui handler
*
**/
*/
/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/O)
if(contents.len >= 999)
to_chat(usr, "<span class='notice'>\The [src] is full.</span>")
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4 changes: 2 additions & 2 deletions code/modules/integrated_electronics/subtypes/input.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1181,8 +1181,8 @@
name = "data card reader"
desc = "A circuit that can read from and write to data cards."
extended_desc = "Setting the \"write mode\" boolean to true will cause any data cards that are used on the assembly to replace\
their existing function and data strings with the given strings, if it is set to false then using a data card on the assembly will cause\
the function and data strings stored on the card to be written to the output pins."
their existing function and data strings with the given strings, if it is set to false then using a data card on the assembly will cause\
the function and data strings stored on the card to be written to the output pins."
icon_state = "card_reader"
complexity = 4
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
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6 changes: 3 additions & 3 deletions code/modules/library/soapstone.dm
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Expand Up @@ -87,10 +87,10 @@
name = "dull [initial(name)]"

/* Persistent engraved messages, etched onto the station turfs to serve
as instructions and/or memes for the next generation of spessmen.
as instructions and/or memes for the next generation of spessmen.
Limited in location to station_z only. Can be smashed out or exploded,
but only permamently removed with the curator's soapstone.
Limited in location to station_z only. Can be smashed out or exploded,
but only permamently removed with the curator's soapstone.
*/

/obj/item/soapstone/infinite
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