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Kills all remaining text pronoun macros (#21916)
* Kills all remaining text pronoun macros * review your own code * oh right one further * more * \
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@@ -95,9 +95,9 @@
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if(!C.get_bodypart("head"))
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return
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user.drop_item()
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var/msg = "[C] has [src] inserted into \his head by [user]."
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var/msg = "[C] has [src] inserted into [C.p_their()] head by [user]."
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if(C == user)
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msg = "[user] inserts [src] into \his head!"
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msg = "[user] inserts [src] into [user.p_their()] head!"
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C.visible_message("<span class='danger'>[msg]</span>",
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"<span class='userdanger'>[msg]</span>")
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@@ -129,7 +129,7 @@
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if(prob(15))
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H.rad_act(rand(30,80))
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H.Weaken(5)
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H.visible_message("<span class='warning'>[H] writhes in pain as \his vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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if(prob(80))
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H.randmutb()
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else
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@@ -372,7 +372,7 @@
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/mob/living/silicon/pai/proc/CheckDNA(mob/living/carbon/M, mob/living/silicon/pai/P)
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var/answer = input(M, "[P] is requesting a DNA sample from you. Will you allow it to confirm your identity?", "[P] Check DNA", "No") in list("Yes", "No")
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if(answer == "Yes")
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M.visible_message("<span class='notice'>[M] presses \his thumb against [P].</span>",\
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M.visible_message("<span class='notice'>[M] presses [M.p_their()] thumb against [P].</span>",\
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"<span class='notice'>You press your thumb against [P].</span>",\
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"<span class='notice'>[P] makes a sharp clicking sound as it extracts DNA material from [M].</span>")
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if(!M.has_dna())
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@@ -384,7 +384,7 @@
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else
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P << "<b>DNA does not match stored Master DNA.</b>"
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else
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P << "[M] does not seem like \he is going to provide a DNA sample willingly."
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P << "[M] does not seem like [M.p_they()] [M.p_are()] going to provide a DNA sample willingly."
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// -=-=-=-= Software =-=-=-=-=- //
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@@ -8,7 +8,7 @@
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switch(act)//01000001011011000111000001101000011000010110001001100101011101000110100101111010011001010110010000100001 (Seriously please keep it that way.)
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if ("aflap")
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if (!src.restrained())
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message = "<B>[src]</B> flaps \his wings ANGRILY!"
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message = "<B>[src]</B> flaps [p_their()] wings ANGRILY!"
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m_type = 2
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m_type = 1
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@@ -108,7 +108,7 @@
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if ("flap","flaps")
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if (!src.restrained())
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message = "<B>[src]</B> flaps \his wings."
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message = "<B>[src]</B> flaps [p_their()] wings."
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m_type = 2
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if ("glare","glares")
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@@ -75,10 +75,10 @@
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//helmet and armor = 100% protection
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if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
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if( O.force )
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user << "<span class='warning'>[src] is wearing too much armor! You can't cause \him any damage.</span>"
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user << "<span class='warning'>[src] is wearing too much armor! You can't cause [p_them()] any damage.</span>"
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visible_message("<span class='danger'>[user] hits [src] with [O], however [src] is too armored.</span>")
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else
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user << "<span class='warning'>[src] is wearing too much armor! You can't reach \his skin.<span>"
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user << "<span class='warning'>[src] is wearing too much armor! You can't reach [p_their()] skin.<span>"
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visible_message("[user] gently taps [src] with [O].")
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if(health>0 && prob(15))
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emote("me", 1, "looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression.")
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@@ -224,10 +224,10 @@
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if(valid)
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if(health <= 0)
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user << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on \him.</span>"
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user << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on [p_them()].</span>"
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else if(user)
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user.visible_message("[user] puts [item_to_add] on [real_name]'s head. [src] looks at [user] and barks once.",
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"<span class='notice'>You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags \his tail once and barks.</span>",
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"<span class='notice'>You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags [p_their()] tail once and barks.</span>",
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"<span class='italics'>You hear a friendly-sounding bark.</span>")
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item_to_add.loc = src
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src.inventory_head = item_to_add
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@@ -62,7 +62,7 @@
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/mob/living/simple_animal/hostile/retaliate/goat/Retaliate()
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..()
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src.visible_message("<span class='danger'>[src] gets an evil-looking gleam in \his eye.</span>")
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src.visible_message("<span class='danger'>[src] gets an evil-looking gleam in [p_their()] eye.</span>")
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/mob/living/simple_animal/hostile/retaliate/goat/Move()
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..()
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@@ -61,7 +61,7 @@
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return
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else
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summoner << "<span class='holoparasite'>You moved out of range, and were pulled back! You can only move [range] meters from <font color=\"[namedatum.colour]\"><b>[real_name]</b></font>!</span>"
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summoner.visible_message("<span class='danger'>\The [summoner] jumps back to \his protector.</span>")
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summoner.visible_message("<span class='danger'>\The [summoner] jumps back to [summoner.p_their()] protector.</span>")
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PoolOrNew(/obj/effect/overlay/temp/guardian/phase/out, get_turf(summoner))
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summoner.forceMove(get_turf(src))
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PoolOrNew(/obj/effect/overlay/temp/guardian/phase, get_turf(summoner))
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