mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-25 14:08:31 +01:00
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
This commit is contained in:
@@ -54,9 +54,9 @@
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/obj/structure/displaycase/examine(mob/user)
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. = ..()
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if(alert)
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. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
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. += span_notice("Hooked up with an anti-theft system.")
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if(showpiece)
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. += "<span class='notice'>There's \a [showpiece] inside.</span>"
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. += span_notice("There's \a [showpiece] inside.")
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if(trophy_message)
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. += "The plaque reads:\n [trophy_message]"
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@@ -119,43 +119,43 @@
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/obj/structure/displaycase/attackby(obj/item/W, mob/living/user, params)
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if(W.GetID() && !broken && openable)
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if(allowed(user))
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else
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to_chat(user, "<span class='alert'>Access denied.</span>")
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to_chat(user, span_alert("Access denied."))
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else if(W.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
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if(obj_integrity < max_integrity)
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if(!W.tool_start_check(user, amount=5))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(W.use_tool(src, user, 40, amount=5, volume=50))
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obj_integrity = max_integrity
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update_appearance()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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to_chat(user, "<span class='warning'>Remove the displayed object first!</span>")
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to_chat(user, span_warning("Remove the displayed object first!"))
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else
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to_chat(user, "<span class='notice'>You remove the destroyed case.</span>")
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to_chat(user, span_notice("You remove the destroyed case."))
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src]...</span>")
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to_chat(user, span_notice("You start to [open ? "close":"open"] [src]..."))
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if(W.use_tool(src, user, 20))
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else if(open && !showpiece)
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insert_showpiece(W, user)
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else if(glass_fix && broken && istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
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to_chat(user, span_warning("You need two glass sheets to fix the case!"))
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return
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to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
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to_chat(user, span_notice("You start fixing [src]..."))
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if(do_after(user, 20, target = src))
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G.use(2)
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broken = FALSE
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@@ -166,11 +166,11 @@
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/obj/structure/displaycase/proc/insert_showpiece(obj/item/wack, mob/user)
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if(showpiece_type && !istype(wack, showpiece_type))
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to_chat(user, "<span class='notice'>This doesn't belong in this kind of display.</span>")
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to_chat(user, span_notice("This doesn't belong in this kind of display."))
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return TRUE
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if(user.transferItemToLoc(wack, src))
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showpiece = wack
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to_chat(user, "<span class='notice'>You put [wack] on display.</span>")
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to_chat(user, span_notice("You put [wack] on display."))
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update_appearance()
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/obj/structure/displaycase/proc/toggle_lock(mob/user)
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@@ -186,7 +186,7 @@
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (broken || open))
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to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
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to_chat(user, span_notice("You deactivate the hover field built into the case."))
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log_combat(user, src, "deactivates the hover field of")
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dump()
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add_fingerprint(user)
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@@ -199,7 +199,7 @@
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if(!user.is_blind())
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user.examinate(src)
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return
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>", null, null, COMBAT_MESSAGE_RANGE)
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user.visible_message(span_danger("[user] kicks the display case."), null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "kicks")
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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take_damage(2)
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@@ -216,7 +216,7 @@
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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to_chat(user, span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 30))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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@@ -224,15 +224,15 @@
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qdel(src)
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else if(istype(I, /obj/item/electronics/airlock))
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to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
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to_chat(user, span_notice("You start installing the electronics into [src]..."))
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I.play_tool_sound(src)
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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electronics = I
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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to_chat(user, span_notice("You install the airlock electronics."))
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else if(istype(I, /obj/item/stock_parts/card_reader))
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var/obj/item/stock_parts/card_reader/C = I
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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to_chat(user, span_notice("You start adding [C] to [src]..."))
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if(do_after(user, 20, target = src))
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var/obj/structure/displaycase/forsale/sale = new(src.loc)
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if(electronics)
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@@ -248,9 +248,9 @@
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
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to_chat(user, span_warning("You need ten glass sheets to do this!"))
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return
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to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
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to_chat(user, span_notice("You start adding [G] to [src]..."))
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if(do_after(user, 20, target = src))
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G.use(10)
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var/obj/structure/displaycase/noalert/display = new(src.loc)
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@@ -308,35 +308,35 @@
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if(user.is_holding_item_of_type(/obj/item/key/displaycase))
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if(added_roundstart)
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is_locked = !is_locked
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to_chat(user, "<span class='notice'>You [!is_locked ? "un" : ""]lock the case.</span>")
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to_chat(user, span_notice("You [!is_locked ? "un" : ""]lock the case."))
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else
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to_chat(user, "<span class='warning'>The lock is stuck shut!</span>")
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to_chat(user, span_warning("The lock is stuck shut!"))
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return
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if(is_locked)
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to_chat(user, "<span class='warning'>The case is shut tight with an old-fashioned physical lock. Maybe you should ask the curator for the key?</span>")
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to_chat(user, span_warning("The case is shut tight with an old-fashioned physical lock. Maybe you should ask the curator for the key?"))
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return
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if(!added_roundstart)
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to_chat(user, "<span class='warning'>You've already put something new in this case!</span>")
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to_chat(user, span_warning("You've already put something new in this case!"))
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return
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if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
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to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
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to_chat(user, span_warning("The case rejects the [W]!"))
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return
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for(var/a in W.GetAllContents())
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if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
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to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
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to_chat(user, span_warning("The case rejects the [W]!"))
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return
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if(user.transferItemToLoc(W, src))
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if(showpiece)
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to_chat(user, "<span class='notice'>You press a button, and [showpiece] descends into the floor of the case.</span>")
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to_chat(user, span_notice("You press a button, and [showpiece] descends into the floor of the case."))
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QDEL_NULL(showpiece)
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to_chat(user, "<span class='notice'>You insert [W] into the case.</span>")
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to_chat(user, span_notice("You insert [W] into the case."))
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showpiece = W
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added_roundstart = FALSE
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update_appearance()
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@@ -349,22 +349,22 @@
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if(chosen_plaque)
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if(user.Adjacent(src))
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trophy_message = chosen_plaque
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to_chat(user, "<span class='notice'>You set the plaque's text.</span>")
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to_chat(user, span_notice("You set the plaque's text."))
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else
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to_chat(user, "<span class='warning'>You are too far to set the plaque's text!</span>")
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to_chat(user, span_warning("You are too far to set the plaque's text!"))
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SSpersistence.SaveTrophy(src)
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return TRUE
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else
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to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you can't put it in the [src.name]!</span>")
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to_chat(user, span_warning("\The [W] is stuck to your hand, you can't put it in the [src.name]!"))
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return
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/obj/structure/displaycase/trophy/dump()
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if (showpiece)
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if(added_roundstart)
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visible_message("<span class='danger'>The [showpiece] crumbles to dust!</span>")
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visible_message(span_danger("The [showpiece] crumbles to dust!"))
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new /obj/effect/decal/cleanable/ash(loc)
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QDEL_NULL(showpiece)
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else
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@@ -442,32 +442,32 @@
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switch(action)
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if("Buy")
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if(!showpiece)
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to_chat(usr, "<span class='notice'>There's nothing for sale.</span>")
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to_chat(usr, span_notice("There's nothing for sale."))
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return TRUE
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if(broken)
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to_chat(usr, "<span class='notice'>[src] appears to be broken.</span>")
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to_chat(usr, span_notice("[src] appears to be broken."))
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return TRUE
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if(!payments_acc)
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to_chat(usr, "<span class='notice'>[src] hasn't been registered yet.</span>")
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to_chat(usr, span_notice("[src] hasn't been registered yet."))
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return TRUE
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if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return TRUE
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if(!potential_acc)
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to_chat(usr, "<span class='notice'>No ID card detected.</span>")
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to_chat(usr, span_notice("No ID card detected."))
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return
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var/datum/bank_account/account = potential_acc.registered_account
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if(!account)
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to_chat(usr, "<span class='notice'>[potential_acc] has no account registered!</span>")
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to_chat(usr, span_notice("[potential_acc] has no account registered!"))
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return
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if(!account.has_money(sale_price))
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to_chat(usr, "<span class='notice'>You do not possess the funds to purchase this.</span>")
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to_chat(usr, span_notice("You do not possess the funds to purchase this."))
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return TRUE
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else
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account.adjust_money(-sale_price)
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if(payments_acc)
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payments_acc.adjust_money(sale_price)
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usr.put_in_hands(showpiece)
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to_chat(usr, "<span class='notice'>You purchase [showpiece] for [sale_price] credits.</span>")
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to_chat(usr, span_notice("You purchase [showpiece] for [sale_price] credits."))
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playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
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flick("[initial(icon_state)]_vend", src)
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showpiece = null
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@@ -476,7 +476,7 @@
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return TRUE
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if("Open")
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if(!payments_acc)
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to_chat(usr, "<span class='notice'>[src] hasn't been registered yet.</span>")
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to_chat(usr, span_notice("[src] hasn't been registered yet."))
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return TRUE
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if(!potential_acc || !potential_acc.registered_account)
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return
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@@ -502,14 +502,14 @@
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var/new_price_input = input(usr,"Set the sale price for this vend-a-tray.","new price",0) as num|null
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if(isnull(new_price_input) || (payments_acc != potential_acc.registered_account))
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to_chat(usr, "<span class='warning'>[src] rejects your new price.</span>")
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to_chat(usr, span_warning("[src] rejects your new price."))
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return
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if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) )
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to_chat(usr, "<span class='warning'>You need to get closer!</span>")
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to_chat(usr, span_warning("You need to get closer!"))
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return
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new_price_input = clamp(round(new_price_input, 1), 10, 1000)
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sale_price = new_price_input
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to_chat(usr, "<span class='notice'>The cost is now set to [sale_price].</span>")
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to_chat(usr, span_notice("The cost is now set to [sale_price]."))
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SStgui.update_uis(src)
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return TRUE
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. = TRUE
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@@ -518,7 +518,7 @@
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//Card Registration
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var/obj/item/card/id/potential_acc = I
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if(!potential_acc.registered_account)
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to_chat(user, "<span class='warning'>This ID card has no account registered!</span>")
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to_chat(user, span_warning("This ID card has no account registered!"))
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return
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if(payments_acc == potential_acc.registered_account)
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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@@ -533,7 +533,7 @@
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/obj/structure/displaycase/forsale/multitool_act(mob/living/user, obj/item/I)
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. = ..()
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if(obj_integrity <= (integrity_failure * max_integrity))
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to_chat(user, "<span class='notice'>You start recalibrating [src]'s hover field...</span>")
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to_chat(user, span_notice("You start recalibrating [src]'s hover field..."))
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if(do_after(user, 20, target = src))
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broken = FALSE
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obj_integrity = max_integrity
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@@ -544,34 +544,34 @@
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. = ..()
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if(open && !user.combat_mode)
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if(anchored)
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to_chat(user, "<span class='notice'>You start unsecuring [src]...</span>")
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to_chat(user, span_notice("You start unsecuring [src]..."))
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else
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to_chat(user, "<span class='notice'>You start securing [src]...</span>")
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to_chat(user, span_notice("You start securing [src]..."))
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if(I.use_tool(src, user, 16, volume=50))
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if(QDELETED(I))
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return
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if(anchored)
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to_chat(user, "<span class='notice'>You unsecure [src].</span>")
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to_chat(user, span_notice("You unsecure [src]."))
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else
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to_chat(user, "<span class='notice'>You secure [src].</span>")
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to_chat(user, span_notice("You secure [src]."))
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set_anchored(!anchored)
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return TRUE
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else if(!open && !user.combat_mode)
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to_chat(user, "<span class='notice'>[src] must be open to move it.</span>")
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to_chat(user, span_notice("[src] must be open to move it."))
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return
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/obj/structure/displaycase/forsale/emag_act(mob/user)
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. = ..()
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payments_acc = null
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req_access = list()
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to_chat(user, "<span class='warning'>[src]'s card reader fizzles and smokes, and the account owner is reset.</span>")
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to_chat(user, span_warning("[src]'s card reader fizzles and smokes, and the account owner is reset."))
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/obj/structure/displaycase/forsale/examine(mob/user)
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. = ..()
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if(showpiece && !open)
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. += "<span class='notice'>[showpiece] is for sale for [sale_price] credits.</span>"
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. += span_notice("[showpiece] is for sale for [sale_price] credits.")
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if(broken)
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. += "<span class='notice'>[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it.</span>"
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. += span_notice("[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it.")
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/obj/structure/displaycase/forsale/obj_break(damage_flag)
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. = ..()
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