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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-21 20:20:33 +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)
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@@ -46,20 +46,20 @@
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if(!I.tool_start_check(user, amount=2))
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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(I.use_tool(src, user, 40, volume=50, amount=2))
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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(istype(I, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/G = I
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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 [src]!</span>")
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to_chat(user, span_warning("You need two glass sheets to fix [src]!"))
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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) && G.use(2))
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broken = FALSE
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obj_integrity = max_integrity
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@@ -68,12 +68,12 @@
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if(istype(I, /obj/item/fireaxe) && !fireaxe)
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var/obj/item/fireaxe/F = I
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if(F?.wielded)
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to_chat(user, "<span class='warning'>Unwield the [F.name] first.</span>")
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to_chat(user, span_warning("Unwield the [F.name] first."))
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return
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if(!user.transferItemToLoc(F, src))
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return
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fireaxe = F
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to_chat(user, "<span class='notice'>You place the [F.name] back in the [name].</span>")
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to_chat(user, span_notice("You place the [F.name] back in the [name]."))
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update_appearance()
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return
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else if(!broken)
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@@ -129,12 +129,12 @@
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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to_chat(user, "<span class='notice'>You take the fire axe from the [name].</span>")
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to_chat(user, span_notice("You take the fire axe from the [name]."))
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src.add_fingerprint(user)
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update_appearance()
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return
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if(locked)
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to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
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to_chat(user, span_warning("The [name] won't budge!"))
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return
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else
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open = !open
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@@ -152,7 +152,7 @@
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/obj/structure/fireaxecabinet/attack_tk(mob/user)
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. = COMPONENT_CANCEL_ATTACK_CHAIN
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if(locked)
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to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
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to_chat(user, span_warning("The [name] won't budge!"))
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return
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open = !open
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update_appearance()
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@@ -182,10 +182,10 @@
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. += locked ? "locked" : "unlocked"
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/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
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to_chat(user, "<span class='notice'>Resetting circuitry...</span>")
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to_chat(user, span_notice("Resetting circuitry..."))
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playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
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if(do_after(user, 20, target = src))
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to_chat(user, "<span class='notice'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
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to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
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locked = !locked
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update_appearance()
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@@ -195,7 +195,7 @@
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set src in oview(1)
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if(locked)
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to_chat(usr, "<span class='warning'>The [name] won't budge!</span>")
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to_chat(usr, span_warning("The [name] won't budge!"))
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return
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else
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open = !open
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