mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Removing many instances of the no longer used second argument of message_admins() proc.
Replacing "for(var/mob/M in viewers()) M.show_message()" by "visible_message()" or audible_message()" in many places. Changing a few span classes.
This commit is contained in:
@@ -966,10 +966,8 @@ steam.start() -- spawns the effect
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/obj/structure/foamedmetal/attack_hand(var/mob/user)
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if ((HULK in user.mutations) || (prob(75 - metal*25)))
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user << "<span class='notice'>You smash through the metal foam wall.</span>"
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for(var/mob/O in oviewers(user))
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if ((O.client && !( O.blinded )))
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O << "<span class='danger'>[user] smashes through the foamed metal.</span>"
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user.visible_message("<span class='danger'>[user] smashes through the foamed metal.</span>", \
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"<span class='danger'>You smash through the metal foam wall.</span>")
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qdel(src)
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else
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@@ -982,18 +980,14 @@ steam.start() -- spawns the effect
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if (istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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G.affecting.loc = src.loc
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for(var/mob/O in viewers(src))
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if (O.client)
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O << "<span class='danger'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>"
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visible_message("<span class='danger'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>")
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qdel(I)
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qdel(src)
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return
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if(prob(I.force*20 - metal*25))
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user << "<span class='notice'>You smash through the foamed metal with \the [I].</span>"
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for(var/mob/O in oviewers(user))
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if ((O.client && !( O.blinded )))
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O << "<span class='danger'>[user] smashes through the foamed metal.</span>"
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user.visible_message("<span class='danger'>[user] smashes through the foamed metal.</span>", \
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"<span class='danger'>You smash through the foamed metal with \the [I].</span>")
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qdel(src)
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else
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user << "<span class='notice'>You hit the metal foam to no effect.</span>"
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@@ -1028,8 +1022,8 @@ steam.start() -- spawns the effect
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s.set_up(2, 1, location)
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s.start()
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for(var/mob/M in viewers(5, location))
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M << "<span class='danger'>The solution violently explodes.</span>"
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location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
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"You hear an explosion!")
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for(var/mob/M in viewers(1, location))
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if (prob (50 * amount))
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M << "<span class='danger'>The explosion knocks you down.</span>"
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@@ -1054,7 +1048,7 @@ steam.start() -- spawns the effect
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if (flash && flashing_factor)
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flash += (round(amount/4) * flashing_factor)
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for(var/mob/M in viewers(8, location))
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M << "<span class='danger'>The solution violently explodes.</span>"
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location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
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"You hear an explosion!")
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explosion(location, devastation, heavy, light, flash)
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@@ -337,14 +337,12 @@
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M.adjustBruteLoss(10)
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*/
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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O.show_message("<span class='danger'>[M] has been stabbed in the eye with [src] by [user].</span>", 1)
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M << "<span class='danger'>[user] stabs you in the eye with [src]!</span>"
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user << "<span class='danger'>You stab [M] in the eye with [src]!</span>"
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M.visible_message("<span class='danger'>[M] has been stabbed in the eye with [src] by [user]!</span>", \
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"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
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else
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user.visible_message( \
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"<span class='danger'>[user] has stabbed themself with [src]!</span>", \
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"<span class='danger'>You stab yourself in the eyes with [src]!</span>" \
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"<span class='danger'>[user] has stabbed themself in the eyes with [src]!</span>", \
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"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/U = M
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@@ -893,8 +893,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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// Unused
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if(4)
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for (var/mob/O in viewers(C, null))
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O.show_message("<span class='danger'>[user] has analyzed [C]'s radiation levels!</span>", 1)
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C.visible_message("<span class='warning'>[user] has analyzed [C]'s radiation levels!</span>")
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user.show_message("<span class='notice'>Analyzing Results for [C]:</span>")
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if(C.radiation)
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@@ -162,9 +162,9 @@
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return
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playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
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src.bullets--
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for(var/mob/O in viewers(user, null))
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O.show_message(text("<span class='danger'>[user] fires [src] at [target]!</span>"), 1,
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"<span class='warning'> You hear a gunshot.</span>", 2)
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user.visible_message("<span class='danger'>[user] fires [src] at [target]!</span>", \
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"<span class='danger'>You fire [src] at [target]!</span>", \
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"<span class='danger'> You hear a gunshot.</span>")
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/obj/item/toy/ammo/gun
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name = "ammo-caps"
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@@ -234,8 +234,7 @@
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for(var/mob/living/M in D.loc)
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if(!istype(M,/mob/living)) continue
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if(M == user) continue
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for(var/mob/O in viewers(world.view, D))
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O.show_message(text("<span class='danger'>[] was hit by the foam dart!</span>", M), 1)
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D.visible_message("<span class='danger'>[M] was hit by the foam dart!</span>")
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new /obj/item/toy/ammo/crossbow(M.loc)
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qdel(D)
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return
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@@ -256,8 +255,7 @@
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return
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else if (bullets == 0)
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user.Weaken(5)
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for(var/mob/O in viewers(world.view, user))
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O.show_message(text("<span class='danger'>[] realized they were out of ammo and starting scrounging for some!</span>", user), 1)
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user.visible_message("<span class='danger'>[user] realized they were out of ammo and starting scrounging for some!</span>")
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/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
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@@ -267,17 +265,16 @@
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if (src.bullets > 0 && M.lying)
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for(var/mob/O in viewers(M, null))
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if(O.client)
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O.show_message(text("<span class='userdanger'>[] casually lines up a shot with []'s head and pulls the trigger!</span>", user, M), 1, "<span class='danger'>You hear the sound of foam against skull.</span>", 2)
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O.show_message(text("<span class='danger'>[] was hit in the head by the foam dart!</span>", M), 1)
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M.visible_message("<span class='danger'>[user] casually lines up a shot with [M]'s head and pulls the trigger!</span>")
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M.visible_message("<span class='danger'>[M] was hit in the head by the foam dart!</span>", \
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"<span class='userdanger'>You're hit in the head by the foam dart!</span>", \
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"<span class='danger'>You hear the sound of foam against skull.</span>")
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playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
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new /obj/item/toy/ammo/crossbow(M.loc)
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src.bullets--
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else if (M.lying && src.bullets == 0)
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for(var/mob/O in viewers(M, null))
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if (O.client) O.show_message(text("<span class='userdanger'>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</span>", user, M), 1, "<span class='danger'>You hear someone fall</span>", 2)
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M.visible_message("<span class='danger'>[user] casually lines up a shot with [M]'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</span>")
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user.Weaken(5)
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return
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@@ -130,8 +130,7 @@
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for(var/obj/item/weapon/implant/loyalty/imp in implant_list)
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if(!imp) continue
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if(istype(imp, /obj/item/weapon/implant/loyalty))
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for (var/mob/O in viewers(M, null))
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O.show_message("<span class='danger'>[M] has been implanted by the [src.name].</span>", 1)
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M.visible_message("<span class='danger'>[M] has been implanted by the [src.name].</span>")
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if(imp.implanted(M))
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imp.loc = M
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@@ -58,13 +58,11 @@
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if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO
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if(M == user)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='notice'>[] eats a delicious forkful of omelette!</span>", user), 1)
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M.reagents.add_reagent("nutriment", 1)
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M.visible_message("<span class='notice'>[user] eats a delicious forkful of omelette!</span>")
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M.reagents.add_reagent("nutriment", 1)
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else
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='notice'>[] feeds [] a delicious forkful of omelette!</span>", user, M), 1)
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M.reagents.add_reagent("nutriment", 1)
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M.visible_message("<span class='notice'>[user] feeds [M] a delicious forkful of omelette!</span>")
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M.reagents.add_reagent("nutriment", 1)
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src.icon_state = "fork"
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return
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else
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@@ -265,9 +265,9 @@
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if(M == usr)
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usr << "<span class='notice'>You put [W] [preposition]to [src].</span>"
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else if(in_range(M, usr)) //If someone is standing close enough, they can tell what it is...
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M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>")
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M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>", 1)
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else if(W && W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance...
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M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>")
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M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>", 1)
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orient2hud(usr)
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if(usr.s_active)
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@@ -144,8 +144,7 @@
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O.loc = src.loc
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if (user != O)
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for(var/mob/B in viewers(user, 3))
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if ((B.client && !( B.blinded )))
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B << text("<span class='danger'>[] stuffs [] into []!</span>", user, O, src)
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B.show_message("<span class='danger'>[user] stuffs [O] into [src]!</span>", 1)
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return
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@@ -235,13 +234,11 @@
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return //don't let you cremate something twice or w/e
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if(contents.len <= 1)
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for (var/mob/M in viewers(src))
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M.show_message("<span class='danger'>You hear a hollow crackle.</span>", 1)
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return
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audible_message("<span class='danger'>You hear a hollow crackle.</span>")
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return
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else
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for (var/mob/M in viewers(src))
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M.show_message("<span class='danger'>You hear a roar as the crematorium activates.</span>", 1)
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audible_message("<span class='danger'>You hear a roar as the crematorium activates.</span>")
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cremating = 1
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locked = 1
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@@ -324,8 +321,7 @@
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O.loc = src.loc
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if (user != O)
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for(var/mob/B in viewers(user, 3))
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if ((B.client && !( B.blinded )))
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B << text("<span class='danger'>[] stuffs [] into []!</span>", user, O, src)
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B.show_message("<span class='danger'>[user] stuffs [O] into [src]!</span>", 1)
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//Foreach goto(99)
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return
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@@ -64,8 +64,7 @@
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var/aforce = W.force
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health = max(0, health - aforce)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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for(var/mob/M in viewers(src, 7))
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M.show_message("<span class='warning'>[user] hits [src] with [W]!</span>", 1)
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visible_message("<span class='danger'>[user] hits [src] with [W]!</span>")
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healthcheck()
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/obj/structure/stool/bed/nest/proc/healthcheck()
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