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Fix ambiguous 'in' ordering detected by OpenDream
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out-of-phaze authored and comma committed Sep 11, 2024
1 parent b4cd5a2 commit ab89077
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Showing 4 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion code/game/verbs/ignore.dm
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Expand Up @@ -7,7 +7,7 @@
return
key_to_ignore = ckey(sanitize(key_to_ignore))
if(prefs && prefs.ignored_players)
if(key_to_ignore in prefs.ignored_players && key_to_ignore != ckey)
if((key_to_ignore in prefs.ignored_players) && key_to_ignore != ckey)
to_chat(usr, "<span class='warning'>[key_to_ignore] is already being ignored.</span>")
return
prefs.ignored_players |= key_to_ignore
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2 changes: 1 addition & 1 deletion code/modules/mechs/equipment/utility.dm
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Expand Up @@ -106,7 +106,7 @@

owner.visible_message(SPAN_NOTICE("\The [owner] begins loading \the [O]."))
if(do_after(owner, 20, O, 0, 1))
if(O in carrying || O.buckled_mob || O.anchored || (locate(/mob/living) in O)) //Repeat checks
if((O in carrying) || O.buckled_mob || O.anchored || (locate(/mob/living) in O)) //Repeat checks
return
if(length(carrying) >= carrying_capacity)
to_chat(user, SPAN_WARNING("\The [src] is fully loaded!"))
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2 changes: 1 addition & 1 deletion code/modules/overmap/events/event.dm
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Expand Up @@ -146,7 +146,7 @@

/decl/overmap_event_handler/proc/is_event_in_turf(var/datum/event/E, var/turf/T)
for(var/obj/effect/overmap/event/hazard in hazard_by_turf[T])
if(E in hazard.events && E.severity == hazard.difficulty)
if((E in hazard.events) && E.severity == hazard.difficulty)
return TRUE

/decl/overmap_event_handler/proc/is_event_included(var/list/hazards, var/obj/effect/overmap/event/E, var/equal_or_better)//this proc is only used so it can break out of 2 loops cleanly
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2 changes: 1 addition & 1 deletion code/modules/xenoarcheaology/finds/find_types/statuette.dm
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@
//see if we've identified anyone nearby
if(world.time - last_bloodcall > bloodcall_interval && nearby_mobs.len)
var/mob/living/human/M = pop(nearby_mobs)
if(M in view(7,src) && M.current_health > 20)
if((M in viewers(7,src)) && M.current_health > 20)
if(prob(50))
bloodcall(M)
nearby_mobs.Add(M)
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