Converts emote("me", ...) to visible_message. (#10331)

This commit is contained in:
Matt Atlas
2020-10-26 08:29:18 +01:00
committed by GitHub
parent d52249e41f
commit 44a30fe363
15 changed files with 63 additions and 116 deletions
-1
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@@ -1598,7 +1598,6 @@
#include "code\modules\games\cards.dm"
#include "code\modules\games\spaceball_cards.dm"
#include "code\modules\games\tarot.dm"
#include "code\modules\genetics\side_effects.dm"
#include "code\modules\ghostroles\spawner\base.dm"
#include "code\modules\ghostroles\spawner\atom\borer.dm"
#include "code\modules\ghostroles\spawner\atom\golem.dm"
@@ -684,7 +684,7 @@
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:"))
to_chat(T, "<span style='color: green;'><i><em>[command]</em></i></span>")
to_chat(src, "<span class='notice'>You command [T], and they will obey.</span>")
emote("me", 1, "whispers.")
visible_message("<b>[src]</b> whispers something.")
vampire.use_blood(50)
verbs -= /mob/living/carbon/human/proc/vampire_dominate
@@ -93,8 +93,6 @@
M.dna.SetSEValue(block,src.GetValue())
domutcheck(M, null, block!=null)
uses--
if(prob(5))
trigger_side_effect(M)
spawn(0)//this prevents the collapse of space-time continuum
if (user)
-91
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@@ -1,91 +0,0 @@
/datum/genetics/side_effect
var/name // name of the side effect, to use as a header in the manual
var/symptom // description of the symptom of the side effect
var/treatment // description of the treatment of the side effect
var/effect // description of what happens when not treated
var/duration = 0 // delay between start() and finish()
proc/start(mob/living/carbon/human/H)
// start the side effect, this should give some cue as to what's happening,
// such as gasping. These cues need to be unique among side-effects.
proc/finish(mob/living/carbon/human/H)
// Finish the side-effect. This should first check whether the cure has been
// applied, and if not, cause bad things to happen.
/datum/genetics/side_effect/genetic_burn
name = "Genetic Burn"
symptom = "Subject's skin turns unusualy red."
treatment = "Inject small dose of dexalin."
effect = "Subject's skin burns."
duration = 10*30
start(mob/living/carbon/human/H)
H.emote("me", 1, "starts turning very red..")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent(/datum/reagent/dexalin))
for(var/organ_name in list(BP_CHEST,BP_L_ARM,BP_R_ARM,BP_R_LEG,BP_L_LEG,BP_HEAD,BP_GROIN))
var/obj/item/organ/external/E = H.get_organ(organ_name)
E.take_damage(0, 5, 0)
/datum/genetics/side_effect/bone_snap
name = "Bone Snap"
symptom = "Subject's limbs tremble notably."
treatment = "Inject small dose of bicaridine."
effect = "Subject's bone breaks."
duration = 10*60
start(mob/living/carbon/human/H)
H.emote("me", 1, "'s limbs start shivering uncontrollably.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent(/datum/reagent/bicaridine))
var/organ_name = pick(BP_CHEST,BP_L_ARM,BP_R_ARM,BP_R_LEG,BP_L_LEG,BP_HEAD,BP_GROIN)
var/obj/item/organ/external/E = H.get_organ(organ_name)
E.take_damage(20, 0, 0)
E.fracture()
/*/datum/genetics/side_effect/monkey
name = "Monkey"
symptom = "Subject starts drooling uncontrollably."
treatment = "Inject small dose of dylovene."
effect = "Subject turns into monkey."
duration = 10*90
start(mob/living/carbon/human/H)
H.emote("me", 1, "has drool running down from [H.gender == MALE ? "his" : H.gender == FEMALE ? "her" : "their"] mouth.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent(/datum/reagent/dylovene))
H.monkeyize()**/
/datum/genetics/side_effect/confuse
name = "Confuse"
symptom = "Subject starts drooling uncontrollably."
treatment = "Inject small dose of dylovene."
effect = "Subject becomes confused."
duration = 10*30
start(mob/living/carbon/human/H)
H.emote("me", 1, "has drool running down from [H.gender == MALE ? "his" : H.gender == FEMALE ? "her" : "their"] mouth.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent(/datum/reagent/dylovene))
H.confused += 100
proc/trigger_side_effect(mob/living/carbon/human/H)
spawn
if(!istype(H)) return
var/tp = pick(typesof(/datum/genetics/side_effect) - /datum/genetics/side_effect)
var/datum/genetics/side_effect/S = new tp
S.start(H)
spawn(20)
if(!istype(H)) return
H.Weaken(rand(0, S.duration / 50))
sleep(S.duration)
if(!istype(H)) return
H.SetWeakened(0)
S.finish(H)
+2 -2
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@@ -28,7 +28,7 @@
holder.flash_eyes()
if(3)
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.")))
holder.emote("me",1,"winces.")
holder.visible_message("<b>[holder]</b> winces.")
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
var/obj/item/organ/external/O = H.get_organ(BP_HEAD)
@@ -115,7 +115,7 @@
holder.flash_eyes()
if(3)
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.")))
holder.emote("me",1,"winces.")
holder.visible_message("<b>[holder]</b> winces.")
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
var/obj/item/organ/external/O = H.get_organ(BP_HEAD)
+1 -1
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@@ -489,7 +489,7 @@ atom
// set this up (at runtime) as follows:
// list(\
// list(
// 'player.dmi'="player",
// 'monster.dmi'="monster",
// ...
@@ -127,7 +127,7 @@
if(11 to 30)
H.custom_pain("The muscles in your body cramp up painfully.",0)
if(31 to INFINITY)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.visible_message("<b>[H]</b> flinches!")
H.custom_pain("There's pain all over your body.",1)
// ITCH
@@ -145,5 +145,5 @@
if(11 to 30)
H.custom_pain("You want to scratch your itch badly.",0)
if(31 to INFINITY)
H.emote("me",1,"shivers slightly.")
H.visible_message("<b>[H]</b> shivers slightly.")
H.custom_pain("This itch makes it really hard to concentrate.",1)
@@ -127,8 +127,8 @@
if(11 to 30)
H.custom_pain("The muscles in your body cramp up painfully.",0)
if(31 to INFINITY)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.custom_pain("There's pain all over your body.",1)
H.visible_message("<b>[H]</b> flinches!")
H.custom_pain("There's pain all over your body!",1)
// ITCH
// ====
@@ -145,5 +145,5 @@
if(11 to 30)
H.custom_pain("You want to scratch your itch badly.",0)
if(31 to INFINITY)
H.emote("me",1,"shivers slightly.")
H.visible_message("<b>[H]</b> shivers slightly.")
H.custom_pain("This itch makes it really hard to concentrate.",1)
@@ -72,10 +72,10 @@ emp_act
drop_from_inventory(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.name] malfunctioning!")
visible_message("<b>[src]</b> drops what they were holding, their [affected.name] malfunctioning!")
else
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(!can_feel_pain()) ? "" : emote_scream ]drops what they were holding in their [affected.name]!")
visible_message("<b>[src]</b> [(!can_feel_pain()) ? "" : emote_scream ]drops what they were holding in their [affected.name]!")
..(stun_amount, agony_amount, def_zone)
@@ -148,11 +148,11 @@
drop_from_inventory(r_hand)
var/emote_scream = pick(species.pain_item_drop_cry)
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
visible_message("<b>[src]</b> [(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
else if(!(E.status & ORGAN_ROBOT) && (CE_DROPITEM in chem_effects) && prob(chem_effects[CE_DROPITEM]))
to_chat(src, SPAN_WARNING("Your [E.name] goes limp and unresponsive for a moment, dropping what it was holding!"))
emote("me", 1, "drops what they were holding in their [E.name]!")
visible_message("<b>[src]</b> drops what they were holding in their [E.name]!")
switch(E.body_part)
if(HAND_LEFT, ARM_LEFT)
if(!l_hand)
@@ -174,7 +174,7 @@
continue
drop_from_inventory(r_hand)
emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
visible_message("<b>[src]</b> drops what they were holding, their [E.name] malfunctioning!")
spark(src, 5)
@@ -77,7 +77,7 @@
break
show_message = FALSE
if(show_message && eye_emote)
owner.emote("me", 1, eye_emote)
owner.visible_message("<b>[owner]</b>[eye_emote]")
night_vision = TRUE
owner.stop_sight_update = TRUE
+5 -5
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@@ -60,19 +60,19 @@
if(prob(10) && (owner.can_feel_pain()))
to_chat(owner, "<span class='warning'>You feel a stinging pain in your abdomen!</span>")
owner.emote("me",1,"winces slightly.")
owner.visible_message("<b>[owner]</b> winces slightly.")
owner.adjustHalLoss(5)
else if(prob(10) && !(owner.species.flags & NO_BREATHE))
owner.emote("cough")
else if(prob(10) && !(owner.species.flags & NO_BREATHE))
owner.emote("me", 1, "coughs up blood!")
owner.visible_message("<b>[owner]</b> coughs up blood!")
owner.drip(10)
if(stage >= 2)
if(prob(10) && !(owner.species.flags & NO_BREATHE))
owner.emote("me", 1, "gasps for air!")
owner.visible_message("<b>[owner]</b> gasps for air!")
owner.losebreath += 5
if(stage >= 3)
@@ -130,12 +130,12 @@
to_chat(owner, "<span class='warning'>You feel a stinging pain in your abdomen!</span>")
else
to_chat(owner, "<span class='warning'>You feel a stinging pain in your head!</span>")
owner.emote("me",1,"winces slightly.")
owner.visible_message("<b>[owner]</b> winces slightly.")
owner.adjustHalLoss(5)
if(stage >= 2)
if(prob(10) && !(owner.species.flags & NO_BREATHE))
owner.emote("me", 1, "gasps for air!")
owner.visible_message("<b>[owner]</b> gasps for air!")
owner.losebreath += 5
if(stage >= 3)
@@ -96,7 +96,7 @@
H.silent += 10
playsound(get_turf(H), 'sound/effects/noosed.ogg', 50, 1, -1)
if(!(H.species.flags & NO_BREATHE))
H.emote("me", 1, "gasps for air!")
H.visible_message("<b>[H]</b> gasps for air!")
H.losebreath += 5
if(istype(W, /obj/item/bikehorn))
@@ -281,7 +281,7 @@ var/list/spells = typesof(/spell) //needed for the badmin verb for now
else
user.whisper(replacetext(invocation," ","`"))
if(SpI_EMOTE)
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.
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.
/////////////////////
///UPGRADING PROCS///
+41
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@@ -0,0 +1,41 @@
################################
# Example Changelog File
#
# 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.
#
# 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.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
# balance
# admin
# backend
# security
# refactor
#################################
# Your name.
author: MattAtlas
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Fixes some emotes such as pain dropping items not working."