mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 21:40:55 +01:00
Converts emote("me", ...) to visible_message. (#10331)
This commit is contained in:
@@ -1598,7 +1598,6 @@
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#include "code\modules\games\cards.dm"
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#include "code\modules\games\spaceball_cards.dm"
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#include "code\modules\games\tarot.dm"
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#include "code\modules\genetics\side_effects.dm"
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#include "code\modules\ghostroles\spawner\base.dm"
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#include "code\modules\ghostroles\spawner\atom\borer.dm"
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#include "code\modules\ghostroles\spawner\atom\golem.dm"
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@@ -684,7 +684,7 @@
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to_chat(T, SPAN_NOTICE("You feel a strong presence enter your mind. For a moment, you hear nothing but what it says, and are compelled to follow its direction without question or hesitation:"))
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to_chat(T, "<span style='color: green;'><i><em>[command]</em></i></span>")
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to_chat(src, "<span class='notice'>You command [T], and they will obey.</span>")
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emote("me", 1, "whispers.")
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visible_message("<b>[src]</b> whispers something.")
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vampire.use_blood(50)
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verbs -= /mob/living/carbon/human/proc/vampire_dominate
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@@ -93,8 +93,6 @@
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M.dna.SetSEValue(block,src.GetValue())
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domutcheck(M, null, block!=null)
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uses--
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if(prob(5))
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trigger_side_effect(M)
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spawn(0)//this prevents the collapse of space-time continuum
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if (user)
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@@ -1,91 +0,0 @@
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/datum/genetics/side_effect
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var/name // name of the side effect, to use as a header in the manual
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var/symptom // description of the symptom of the side effect
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var/treatment // description of the treatment of the side effect
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var/effect // description of what happens when not treated
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var/duration = 0 // delay between start() and finish()
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proc/start(mob/living/carbon/human/H)
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// start the side effect, this should give some cue as to what's happening,
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// such as gasping. These cues need to be unique among side-effects.
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proc/finish(mob/living/carbon/human/H)
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// Finish the side-effect. This should first check whether the cure has been
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// applied, and if not, cause bad things to happen.
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/datum/genetics/side_effect/genetic_burn
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name = "Genetic Burn"
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symptom = "Subject's skin turns unusualy red."
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treatment = "Inject small dose of dexalin."
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effect = "Subject's skin burns."
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duration = 10*30
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start(mob/living/carbon/human/H)
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H.emote("me", 1, "starts turning very red..")
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finish(mob/living/carbon/human/H)
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if(!H.reagents.has_reagent(/datum/reagent/dexalin))
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for(var/organ_name in list(BP_CHEST,BP_L_ARM,BP_R_ARM,BP_R_LEG,BP_L_LEG,BP_HEAD,BP_GROIN))
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var/obj/item/organ/external/E = H.get_organ(organ_name)
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E.take_damage(0, 5, 0)
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/datum/genetics/side_effect/bone_snap
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name = "Bone Snap"
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symptom = "Subject's limbs tremble notably."
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treatment = "Inject small dose of bicaridine."
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effect = "Subject's bone breaks."
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duration = 10*60
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start(mob/living/carbon/human/H)
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H.emote("me", 1, "'s limbs start shivering uncontrollably.")
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finish(mob/living/carbon/human/H)
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if(!H.reagents.has_reagent(/datum/reagent/bicaridine))
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var/organ_name = pick(BP_CHEST,BP_L_ARM,BP_R_ARM,BP_R_LEG,BP_L_LEG,BP_HEAD,BP_GROIN)
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var/obj/item/organ/external/E = H.get_organ(organ_name)
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E.take_damage(20, 0, 0)
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E.fracture()
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/*/datum/genetics/side_effect/monkey
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name = "Monkey"
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symptom = "Subject starts drooling uncontrollably."
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treatment = "Inject small dose of dylovene."
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effect = "Subject turns into monkey."
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duration = 10*90
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start(mob/living/carbon/human/H)
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H.emote("me", 1, "has drool running down from [H.gender == MALE ? "his" : H.gender == FEMALE ? "her" : "their"] mouth.")
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finish(mob/living/carbon/human/H)
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if(!H.reagents.has_reagent(/datum/reagent/dylovene))
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H.monkeyize()**/
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/datum/genetics/side_effect/confuse
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name = "Confuse"
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symptom = "Subject starts drooling uncontrollably."
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treatment = "Inject small dose of dylovene."
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effect = "Subject becomes confused."
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duration = 10*30
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start(mob/living/carbon/human/H)
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H.emote("me", 1, "has drool running down from [H.gender == MALE ? "his" : H.gender == FEMALE ? "her" : "their"] mouth.")
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finish(mob/living/carbon/human/H)
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if(!H.reagents.has_reagent(/datum/reagent/dylovene))
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H.confused += 100
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proc/trigger_side_effect(mob/living/carbon/human/H)
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spawn
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if(!istype(H)) return
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var/tp = pick(typesof(/datum/genetics/side_effect) - /datum/genetics/side_effect)
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var/datum/genetics/side_effect/S = new tp
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S.start(H)
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spawn(20)
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if(!istype(H)) return
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H.Weaken(rand(0, S.duration / 50))
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sleep(S.duration)
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if(!istype(H)) return
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H.SetWeakened(0)
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S.finish(H)
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@@ -28,7 +28,7 @@
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holder.flash_eyes()
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if(3)
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to_chat(holder, FONT_LARGE(SPAN_DANGER("You feel a sudden pain in your head, as if it's being ripped in two! When it subsides to a dull throbbing a moment later, you feel... different.")))
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holder.emote("me",1,"winces.")
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holder.visible_message("<b>[holder]</b> winces.")
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if(ishuman(holder))
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var/mob/living/carbon/human/H = holder
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var/obj/item/organ/external/O = H.get_organ(BP_HEAD)
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@@ -115,7 +115,7 @@
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holder.flash_eyes()
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if(3)
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to_chat(holder, FONT_LARGE(SPAN_DANGER("You feel a sudden pain in your head, as if it's being ripped in two! When it subsides to a dull throbbing a moment later, you feel... different.")))
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holder.emote("me",1,"winces.")
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holder.visible_message("<b>[holder]</b> winces.")
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if(ishuman(holder))
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var/mob/living/carbon/human/H = holder
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var/obj/item/organ/external/O = H.get_organ(BP_HEAD)
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@@ -489,7 +489,7 @@ atom
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// set this up (at runtime) as follows:
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// list(\
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// list(
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// 'player.dmi'="player",
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// 'monster.dmi'="monster",
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// ...
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@@ -127,7 +127,7 @@
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if(11 to 30)
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H.custom_pain("The muscles in your body cramp up painfully.",0)
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if(31 to INFINITY)
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H.emote("me",1,"flinches as all the muscles in their body cramp up.")
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H.visible_message("<b>[H]</b> flinches!")
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H.custom_pain("There's pain all over your body.",1)
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// ITCH
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@@ -145,5 +145,5 @@
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if(11 to 30)
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H.custom_pain("You want to scratch your itch badly.",0)
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if(31 to INFINITY)
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H.emote("me",1,"shivers slightly.")
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H.visible_message("<b>[H]</b> shivers slightly.")
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H.custom_pain("This itch makes it really hard to concentrate.",1)
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@@ -127,8 +127,8 @@
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if(11 to 30)
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H.custom_pain("The muscles in your body cramp up painfully.",0)
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if(31 to INFINITY)
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H.emote("me",1,"flinches as all the muscles in their body cramp up.")
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H.custom_pain("There's pain all over your body.",1)
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H.visible_message("<b>[H]</b> flinches!")
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H.custom_pain("There's pain all over your body!",1)
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// ITCH
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// ====
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@@ -145,5 +145,5 @@
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if(11 to 30)
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H.custom_pain("You want to scratch your itch badly.",0)
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if(31 to INFINITY)
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H.emote("me",1,"shivers slightly.")
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H.visible_message("<b>[H]</b> shivers slightly.")
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H.custom_pain("This itch makes it really hard to concentrate.",1)
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@@ -72,10 +72,10 @@ emp_act
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drop_from_inventory(c_hand)
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if (affected.status & ORGAN_ROBOT)
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emote("me", 1, "drops what they were holding, their [affected.name] malfunctioning!")
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visible_message("<b>[src]</b> drops what they were holding, their [affected.name] malfunctioning!")
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else
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var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
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emote("me", 1, "[(!can_feel_pain()) ? "" : emote_scream ]drops what they were holding in their [affected.name]!")
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visible_message("<b>[src]</b> [(!can_feel_pain()) ? "" : emote_scream ]drops what they were holding in their [affected.name]!")
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..(stun_amount, agony_amount, def_zone)
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@@ -148,11 +148,11 @@
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drop_from_inventory(r_hand)
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var/emote_scream = pick(species.pain_item_drop_cry)
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emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
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visible_message("<b>[src]</b> [(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
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else if(!(E.status & ORGAN_ROBOT) && (CE_DROPITEM in chem_effects) && prob(chem_effects[CE_DROPITEM]))
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to_chat(src, SPAN_WARNING("Your [E.name] goes limp and unresponsive for a moment, dropping what it was holding!"))
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emote("me", 1, "drops what they were holding in their [E.name]!")
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visible_message("<b>[src]</b> drops what they were holding in their [E.name]!")
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switch(E.body_part)
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if(HAND_LEFT, ARM_LEFT)
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if(!l_hand)
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@@ -174,7 +174,7 @@
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continue
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drop_from_inventory(r_hand)
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emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
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visible_message("<b>[src]</b> drops what they were holding, their [E.name] malfunctioning!")
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spark(src, 5)
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@@ -77,7 +77,7 @@
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break
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show_message = FALSE
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if(show_message && eye_emote)
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owner.emote("me", 1, eye_emote)
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owner.visible_message("<b>[owner]</b>[eye_emote]")
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night_vision = TRUE
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owner.stop_sight_update = TRUE
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@@ -60,19 +60,19 @@
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if(prob(10) && (owner.can_feel_pain()))
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to_chat(owner, "<span class='warning'>You feel a stinging pain in your abdomen!</span>")
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owner.emote("me",1,"winces slightly.")
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owner.visible_message("<b>[owner]</b> winces slightly.")
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owner.adjustHalLoss(5)
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else if(prob(10) && !(owner.species.flags & NO_BREATHE))
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owner.emote("cough")
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else if(prob(10) && !(owner.species.flags & NO_BREATHE))
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owner.emote("me", 1, "coughs up blood!")
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owner.visible_message("<b>[owner]</b> coughs up blood!")
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owner.drip(10)
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if(stage >= 2)
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if(prob(10) && !(owner.species.flags & NO_BREATHE))
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owner.emote("me", 1, "gasps for air!")
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owner.visible_message("<b>[owner]</b> gasps for air!")
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owner.losebreath += 5
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if(stage >= 3)
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@@ -130,12 +130,12 @@
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to_chat(owner, "<span class='warning'>You feel a stinging pain in your abdomen!</span>")
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else
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to_chat(owner, "<span class='warning'>You feel a stinging pain in your head!</span>")
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owner.emote("me",1,"winces slightly.")
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owner.visible_message("<b>[owner]</b> winces slightly.")
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owner.adjustHalLoss(5)
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if(stage >= 2)
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if(prob(10) && !(owner.species.flags & NO_BREATHE))
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owner.emote("me", 1, "gasps for air!")
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owner.visible_message("<b>[owner]</b> gasps for air!")
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owner.losebreath += 5
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if(stage >= 3)
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@@ -96,7 +96,7 @@
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H.silent += 10
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playsound(get_turf(H), 'sound/effects/noosed.ogg', 50, 1, -1)
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if(!(H.species.flags & NO_BREATHE))
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H.emote("me", 1, "gasps for air!")
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H.visible_message("<b>[H]</b> gasps for air!")
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H.losebreath += 5
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if(istype(W, /obj/item/bikehorn))
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@@ -281,7 +281,7 @@ var/list/spells = typesof(/spell) //needed for the badmin verb for now
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else
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user.whisper(replacetext(invocation," ","`"))
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if(SpI_EMOTE)
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user.emote("me", 1, invocation) //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly.
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user.visible_message("<b>[user]</b> [invocation]") //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly.
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/////////////////////
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///UPGRADING PROCS///
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@@ -0,0 +1,41 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# wip (For works in progress)
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# tweak
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# soundadd
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# sounddel
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# rscadd (general adding of nice things)
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# rscdel (general deleting of nice things)
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# imageadd
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# imagedel
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# maptweak
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# spellcheck (typo fixes)
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# experiment
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# balance
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# admin
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# backend
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# security
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# refactor
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#################################
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# Your name.
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author: MattAtlas
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- bugfix: "Fixes some emotes such as pain dropping items not working."
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Reference in New Issue
Block a user