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Fix indentations (#17481)
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* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
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FluffyGhoster authored Oct 5, 2023
1 parent 0328538 commit 4538e2a
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Showing 471 changed files with 2,685 additions and 2,612 deletions.
2 changes: 1 addition & 1 deletion _maps/sccv_horizon.dm
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@@ -1 +1 @@
#define DEFAULT_MAP "sccv_horizon"
#define DEFAULT_MAP "sccv_horizon"
2 changes: 1 addition & 1 deletion code/ZAS/Connection.dm
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Expand Up @@ -15,7 +15,7 @@ Class Vars:
zoneB - The archived zone of B. May be null in case of unsimulated connections.
edge - Stores the edge this connection is in. Can reference an edge that is no longer processed
after this connection is removed, so make sure to check edge.coefficient > 0 before re-adding it.
after this connection is removed, so make sure to check edge.coefficient > 0 before re-adding it.
Class Procs:
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2 changes: 1 addition & 1 deletion code/ZAS/ConnectionGroup.dm
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Expand Up @@ -20,7 +20,7 @@ Class Vars:
B - This holds the second zone with which the first zone equalizes.
direct - This counts the number of direct (i.e. with no doors) connections on this edge.
Any value of this is sufficient to make the zones mergeable.
Any value of this is sufficient to make the zones mergeable.
connection_edge/unsimulated
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2 changes: 1 addition & 1 deletion code/__defines/accessories.dm
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Expand Up @@ -8,4 +8,4 @@
#define ACCESSORY_SLOT_ARM_GUARDS "arm guards"
#define ACCESSORY_SLOT_ARMOR_PIN "armor pin"
#define ACCESSORY_SLOT_ARMOR_POCKETS "armor pockets"
#define ACCESSORY_SLOT_HEAD "head"
#define ACCESSORY_SLOT_HEAD "head"
2 changes: 1 addition & 1 deletion code/__defines/antagonist.dm
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Expand Up @@ -2,4 +2,4 @@
#define VAMPIRE_MAX_USABLE_BLOOD 950

// Zombie
#define ZOMBIE_MAX_TRIOXIN 30
#define ZOMBIE_MAX_TRIOXIN 30
2 changes: 1 addition & 1 deletion code/__defines/battle_monsters.dm
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Expand Up @@ -80,4 +80,4 @@
#define BATTLE_MONSTERS_POWER_GREATER 1200
#define BATTLE_MONSTERS_POWER_GRAND 1400

#define BATTLE_MONSTERS_POWER_UPGRADE 200
#define BATTLE_MONSTERS_POWER_UPGRADE 200
7 changes: 4 additions & 3 deletions code/__defines/dcs/flags.dm
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Expand Up @@ -11,10 +11,11 @@
// /datum/element flags
/// Causes the detach proc to be called when the host object is being deleted
#define ELEMENT_DETACH (1 << 0)

/**
* Only elements created with the same arguments given after `id_arg_index` share an element instance
* The arguments are the same when the text and number values are the same and all other values have the same ref
*/
* Only elements created with the same arguments given after `id_arg_index` share an element instance
* The arguments are the same when the text and number values are the same and all other values have the same ref
*/
#define ELEMENT_BESPOKE (1 << 1)

// How multiple components of the exact same type are handled in the same datum
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15 changes: 11 additions & 4 deletions code/__defines/drinks.dm
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@@ -1,4 +1,11 @@
#define NO_EMPTY_ICON 1 //does NOT have an iconstate_empty icon. If adding empty icons for a drink, make sure it does not have this flag
#define UNIQUE_EMPTY_ICON 2 //Uses the empty_icon_state listed. Should really only be used when one trash state applies to multiple drinks. Remove if one is added
#define UNIQUE_EMPTY_ICON_FILE 4 //Uses the empty_icon_state listed. also doesn't change its icon file, giving it a pseudo contained sprite status
#define IS_GLASS 8 //Container is glass. Affects shattering, unacidable, etc.
///Does NOT have an iconstate_empty icon. If adding empty icons for a drink, make sure it does not have this flag
#define NO_EMPTY_ICON 1

///Uses the empty_icon_state listed. Should really only be used when one trash state applies to multiple drinks. Remove if one is added
#define UNIQUE_EMPTY_ICON 2

///Uses the empty_icon_state listed. also doesn't change its icon file, giving it a pseudo contained sprite status
#define UNIQUE_EMPTY_ICON_FILE 4

///Container is glass. Affects shattering, unacidable, etc.
#define IS_GLASS 8
2 changes: 1 addition & 1 deletion code/__defines/dview.dm
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Expand Up @@ -11,4 +11,4 @@
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
output = view(range, dview_mob); \
dview_mob.loc = null;
dview_mob.loc = null;
2 changes: 1 addition & 1 deletion code/__defines/guns.dm
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Expand Up @@ -18,4 +18,4 @@
#define RFD_FLOORS_AND_WALL 1
#define RFD_WINDOW_AND_FRAME 2
#define RFD_AIRLOCK 3
#define RFD_DECONSTRUCT 4
#define RFD_DECONSTRUCT 4
2 changes: 1 addition & 1 deletion code/__defines/hydroponics.dm
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Expand Up @@ -66,4 +66,4 @@
#define TRAIT_IMMUTABLE 38
#define TRAIT_FLESH_COLOUR 39
#define TRAIT_SPOROUS 40
#define TRAIT_BIOLUM_PWR 41
#define TRAIT_BIOLUM_PWR 41
2 changes: 1 addition & 1 deletion code/__defines/icon_layering.dm
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Expand Up @@ -38,4 +38,4 @@
#define WRISTS_LAYER 37
#define FIRE_LAYER_UPPER 38
#define TOTAL_LAYERS 38
////////////////////////////
////////////////////////////
2 changes: 1 addition & 1 deletion code/__defines/jobs.dm
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Expand Up @@ -38,4 +38,4 @@
#define ZENG_ROLES list(SCIENCE_ROLES, MEDICAL_ROLES, CIVILIAN_ROLES, REPRESENTATIVE_ROLE)
#define HEPH_ROLES list(OPERATIONS_ROLES, ENGINEERING_ROLES, CIVILIAN_ROLES, REPRESENTATIVE_ROLE)
#define ORION_ROLES list(OPERATIONS_ROLES, CIVILIAN_ROLES, REPRESENTATIVE_ROLE)
#define INDEP_ROLES list(NON_CREW_CIVILIAN_ROLES, CONSULAR_ROLE, JOURNALIST_ROLE, CHAPLAIN_ROLE, OFF_DUTY_CREW_MEMBER_ROLE)
#define INDEP_ROLES list(NON_CREW_CIVILIAN_ROLES, CONSULAR_ROLE, JOURNALIST_ROLE, CHAPLAIN_ROLE, OFF_DUTY_CREW_MEMBER_ROLE)
8 changes: 6 additions & 2 deletions code/__defines/machinery.dm
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Expand Up @@ -2,8 +2,12 @@
#define MEGAWATTS *1000000
#define GIGAWATTS *1000000000

#define CELLRATE 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
/**
* Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
*
* It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
*/
#define CELLRATE 0.002

// Doors!
#define DOOR_CRUSH_DAMAGE 20
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16 changes: 8 additions & 8 deletions code/__defines/misc.dm
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Expand Up @@ -281,10 +281,10 @@

//supposedly the fastest way to do this according to https://gist.github.com/Giacom/be635398926bb463b42a
#define RANGE_TURFS(RADIUS, CENTER) \
block( \
locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \
locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \
)
block( \
locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \
locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \
)

#define get_turf(A) (get_step(A, 0))
#define NORTH_OF_TURF(T) locate(T.x, T.y + 1, T.z)
Expand Down Expand Up @@ -391,10 +391,10 @@

/*
Define for getting a bitfield of adjacent turfs that meet a condition.
ORIGIN is the object to step from, VAR is the var to write the bitfield to
TVAR is the temporary turf variable to use, FUNC is the condition to check.
FUNC generally should reference TVAR.
example:
ORIGIN is the object to step from, VAR is the var to write the bitfield to
TVAR is the temporary turf variable to use, FUNC is the condition to check.
FUNC generally should reference TVAR.
example:
var/turf/T
var/result = 0
CALCULATE_NEIGHBORS(src, result, T, isopenturf(T))
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2 changes: 1 addition & 1 deletion code/__defines/modular_guns.dm
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Expand Up @@ -8,4 +8,4 @@
#define islasercapacitor(A) istype(A, /obj/item/laser_components/capacitor)
#define ismodifier(A) istype(A, /obj/item/laser_components/modifier)
#define ismodulator(A) istype(A, /obj/item/laser_components/modulator)
#define isfocusinglens(A) istype(A, /obj/item/laser_components/focusing_lens)
#define isfocusinglens(A) istype(A, /obj/item/laser_components/focusing_lens)
2 changes: 1 addition & 1 deletion code/__defines/projectiles.dm
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Expand Up @@ -31,6 +31,6 @@
#define ROF_INTERMEDIATE 4
#define ROF_RIFLE 5
#define ROF_HEAVY 8
#define ROF_SUPERHEAVY 12
#define ROF_SUPERHEAVY 12
#define ROF_UNWIELDY 16
#define ROF_SPECIAL 40
2 changes: 1 addition & 1 deletion code/__defines/research.dm
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Expand Up @@ -17,4 +17,4 @@
#define MECHFAB 0x4 //Mechfab
#define CHASSIS 0x8 //For protolathe, but differently

#define MAX_TECH_LEVEL 15
#define MAX_TECH_LEVEL 15
2 changes: 1 addition & 1 deletion code/__defines/targeting.dm
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@@ -1,4 +1,4 @@
#define TARGET_CAN_MOVE 1
#define TARGET_CAN_RUN 2
#define TARGET_CAN_CLICK 4
#define TARGET_CAN_RADIO 8
#define TARGET_CAN_RADIO 8
28 changes: 14 additions & 14 deletions code/__defines/tgs.dm
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Expand Up @@ -122,31 +122,31 @@
//REQUIRED HOOKS

/**
* Call this somewhere in [/world/proc/New] that is always run. This function may sleep!
*
* * event_handler - Optional user defined [/datum/tgs_event_handler].
* * minimum_required_security_level: The minimum required security level to run the game in which the DMAPI is integrated. Can be one of [TGS_SECURITY_ULTRASAFE], [TGS_SECURITY_SAFE], or [TGS_SECURITY_TRUSTED].
*/
* Call this somewhere in [/world/proc/New] that is always run. This function may sleep!
*
* * event_handler - Optional user defined [/datum/tgs_event_handler].
* * minimum_required_security_level: The minimum required security level to run the game in which the DMAPI is integrated. Can be one of [TGS_SECURITY_ULTRASAFE], [TGS_SECURITY_SAFE], or [TGS_SECURITY_TRUSTED].
*/
/world/proc/TgsNew(datum/tgs_event_handler/event_handler, minimum_required_security_level = TGS_SECURITY_ULTRASAFE)
return

/**
* Call this when your initializations are complete and your game is ready to play before any player interactions happen.
*
* This may use [/world/var/sleep_offline] to make this happen so ensure no changes are made to it while this call is running.
* Afterwards, consider explicitly setting it to what you want to avoid this BYOND bug: http://www.byond.com/forum/post/2575184
* Before this point, note that any static files or directories may be in use by another server. Your code should account for this.
* This function should not be called before ..() in [/world/proc/New].
*/
* Call this when your initializations are complete and your game is ready to play before any player interactions happen.
*
* This may use [/world/var/sleep_offline] to make this happen so ensure no changes are made to it while this call is running.
* Afterwards, consider explicitly setting it to what you want to avoid this BYOND bug: http://www.byond.com/forum/post/2575184
* Before this point, note that any static files or directories may be in use by another server. Your code should account for this.
* This function should not be called before ..() in [/world/proc/New].
*/
/world/proc/TgsInitializationComplete()
return

/// Put this at the start of [/world/proc/Topic].
#define TGS_TOPIC var/tgs_topic_return = TgsTopic(args[1]); if(tgs_topic_return) return tgs_topic_return

/**
* Call this at the beginning of [world/proc/Reboot].
*/
* Call this at the beginning of [world/proc/Reboot].
*/
/world/proc/TgsReboot()
return

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2 changes: 1 addition & 1 deletion code/_compile_options.dm
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Expand Up @@ -16,7 +16,7 @@
#ifndef PRELOAD_RSC //set to:
#define PRELOAD_RSC 2 // 0 to allow using external resources or on-demand behaviour;
#endif // 1 to use the default behaviour;
// 2 for preloading absolutely everything;
// 2 for preloading absolutely everything;

//#define TESTING // Creates debug feedback messages and enables many optional testing procs/checks
#ifdef TESTING
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2 changes: 1 addition & 1 deletion code/_helpers/_string_lists.dm
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Expand Up @@ -38,4 +38,4 @@ var/string_filename_current_key
if(fexists("strings/[filename]"))
string_cache[filename] = json_load("strings/[filename]")
else
CRASH("file not found: strings/[filename]")
CRASH("file not found: strings/[filename]")
2 changes: 1 addition & 1 deletion code/_helpers/data_structures.dm
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Expand Up @@ -25,4 +25,4 @@
return contents.len

/Queue/proc/as_list()
return contents
return contents
2 changes: 1 addition & 1 deletion code/_helpers/game.dm
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Expand Up @@ -114,7 +114,7 @@
var/dest_y

/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
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