Merge pull request #4516 from MrPerson/examinate_the_doctor

Change examine() from an atom verb to a mob verb
This commit is contained in:
Cheridan
2014-10-05 23:37:34 -05:00
92 changed files with 368 additions and 662 deletions
@@ -298,11 +298,10 @@
else
return ..()
/obj/machinery/atmospherics/unary/vent_pump/examine()
set src in oview(1)
/obj/machinery/atmospherics/unary/vent_pump/examine(mob/user)
..()
if(welded)
usr << "It seems welded shut."
user << "It seems welded shut."
/obj/machinery/atmospherics/unary/vent_pump/power_change()
if(powered(power_channel))
+1 -1
View File
@@ -202,7 +202,7 @@
return
/atom/proc/ShiftClick(var/mob/user)
if(user.client && user.client.eye == user)
examine()
user.examinate(src)
return
/*
+1 -1
View File
@@ -55,7 +55,7 @@
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user as mob)
if(user.client && user.client.inquisitive_ghost)
examine()
user.examinate(src)
return
// ---------------------------------------
+20 -12
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@@ -200,22 +200,30 @@ its easier to just keep the beam vertical.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) qdel(O)
/atom/proc/examine(mob/user)
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src]."
if(src.blood_DNA)
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
f_name += "<span class='danger'>blood-stained</span> [name]!"
//All atoms
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
user << "\icon[src] That's [f_name]"
if (!( usr ))
return
usr.face_atom(src)
usr << "\icon[src]That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
if(desc)
usr << desc
user << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
//user << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
if(reagents && is_open_container()) //is_open_container() isn't really the right proc for this, but w/e
user << "It contains:"
if(reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
user << "[R.volume] units of [R.name]"
else
user << "Nothing."
/atom/proc/relaymove()
return
+9 -25
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@@ -99,7 +99,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
/obj/effect/rune
desc = ""
desc = "A strange collection of symbols drawn in blood."
anchored = 1
icon = 'icons/obj/rune.dmi'
icon_state = "1"
@@ -146,25 +146,11 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
for(var/mob/living/silicon/ai/AI in player_list)
AI.client.images += blood
/obj/effect/rune/examine()
set src in view(2)
/obj/effect/rune/examine(mob/user)
..()
if(iscultist(user))
user << "This spell circle reads: <i>[word1] [word2] [word3]</i>."
if(!iscultist(usr))
usr << "A strange collection of symbols drawn in blood."
return
/* Explosions... really?
if(desc && !usr.stat)
usr << "It reads: <i>[desc]</i>."
sleep(30)
explosion(src.loc, 0, 2, 5, 5)
qdel(src)
*/
if(!desc)
usr << "A spell circle drawn in blood. It reads: <i>[word1] [word2] [word3]</i>."
else
usr << "Explosive Runes inscription in blood. It reads: <i>[desc]</i>."
return
/obj/effect/rune/attackby(I as obj, user as mob)
@@ -349,6 +335,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
/obj/item/weapon/tome
name = "arcane tome"
desc = "An old, dusty tome with frayed edges and a sinister looking cover."
icon_state ="tome"
throw_speed = 2
throw_range = 5
@@ -695,13 +682,10 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
user << "You copy the translation notes from your tome."
/obj/item/weapon/tome/examine()
set src in usr
/obj/item/weapon/tome/examine(mob/user)
..()
if(!iscultist(usr))
usr << "An old, dusty tome with frayed edges and a sinister looking cover."
else
usr << "The scriptures of Nar-Sie, The One Who Sees, The Geometer of Blood. Contains the details of every ritual his followers could think of. Most of these are useless, though."
if(iscultist(user))
user << "The scriptures of Nar-Sie, The One Who Sees, The Geometer of Blood. Contains the details of every ritual his followers could think of."
/obj/item/weapon/tome/imbued //admin tome, spawns working runes without waiting
w_class = 2.0
-7
View File
@@ -3,13 +3,6 @@
var/imbue = null
var/uses = 0
examine()
set src in view(2)
..()
return
attack_self(mob/living/user as mob)
if(iscultist(user))
var/delete = 1
+2 -3
View File
@@ -54,12 +54,11 @@
the_disk = locate()
point_at(the_disk)
/obj/item/weapon/pinpointer/examine()
/obj/item/weapon/pinpointer/examine(mob/user)
..()
for(var/obj/machinery/nuclearbomb/bomb in world)
if(bomb.timing)
usr << "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]"
user << "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]"
/obj/item/weapon/pinpointer/advpinpointer
name = "advanced pinpointer"
+1 -1
View File
@@ -917,7 +917,7 @@ FIRE ALARM
*/
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"<i>. Thus, keep pulling it forever."
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
var/detecting = 1.0
+2 -3
View File
@@ -80,10 +80,9 @@
t += "The connect error light is blinking."
return t
/obj/machinery/meter/examine()
set src in view(3)
/obj/machinery/meter/examine(mob/user)
..()
usr << status()
user << status()
/obj/machinery/meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
+5 -5
View File
@@ -42,15 +42,15 @@
if(!locked && open)
emagged = 2
/obj/machinery/bot/examine()
set src in view()
/obj/machinery/bot/examine(mob/user)
..()
if (src.health < maxhealth)
if (src.health > maxhealth/3)
usr << "<span class='warning'>[src]'s parts look loose.</span>"
user << "<span class='danger'>[src]'s parts look loose.</span>"
else
usr << "<span class='danger'>[src]'s parts look very loose!</span>"
return
user << "<span class='danger'>[src]'s parts look very loose.</span>"
else
user << "[src] is in pristine condition."
/obj/machinery/bot/attack_alien(var/mob/living/carbon/alien/user as mob)
user.changeNext_move(CLICK_CD_MELEE)
+3 -4
View File
@@ -26,12 +26,11 @@
else
overlays.Cut()
/obj/machinery/cell_charger/examine()
set src in oview(5)
/obj/machinery/cell_charger/examine(mob/user)
..()
usr << "There's [charging ? "a" : "no"] cell in the charger."
user << "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
usr << "Current charge: [charging.charge]"
user << "Current charge: [round(charging.percent(), 1)]%"
/obj/machinery/cell_charger/attackby(obj/item/weapon/W, mob/user)
if(stat & BROKEN)
+2 -4
View File
@@ -85,11 +85,9 @@
read_only = !read_only
user << "You flip the write-protect tab to [src.read_only ? "protected" : "unprotected"]."
/obj/item/weapon/disk/data/examine()
set src in oview(5)
/obj/item/weapon/disk/data/examine(mob/user)
..()
usr << "The write-protect tab is set to [src.read_only ? "protected" : "unprotected"]."
return
user << "The write-protect tab is set to [src.read_only ? "protected" : "unprotected"]."
//Health Tracker Implant
+7 -10
View File
@@ -85,19 +85,16 @@
open_machine()
return
/obj/machinery/atmospherics/unary/cryo_cell/examine()
/obj/machinery/atmospherics/unary/cryo_cell/examine(mob/user)
..()
if(in_range(usr, src))
usr << "You can just about make out some loose objects floating in the murk:"
for(var/obj/O in src)
if(O != beaker)
usr << O.name
for(var/mob/M in src)
if(M != occupant)
usr << M.name
var/list/otherstuff = contents - beaker
if(otherstuff.len > 0)
user << "You can just about make out some loose objects floating in the murk:"
for(var/atom/movable/floater in otherstuff)
user << "\icon[floater] [floater.name]"
else
usr << "<span class='notice'>Too far away to view contents.</span>"
user << "Seems empty."
/obj/machinery/atmospherics/unary/cryo_cell/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
+2 -4
View File
@@ -36,11 +36,9 @@
else
icon_state = "light0"
/obj/machinery/light_switch/examine()
set src in oview(1)
/obj/machinery/light_switch/examine(mob/user)
..()
if(usr && !usr.stat)
usr << "It is [on? "on" : "off"]."
user << "It is [on? "on" : "off"]."
/obj/machinery/light_switch/attack_paw(mob/user)
+4 -5
View File
@@ -19,12 +19,11 @@ var/const/SAFETY_COOLDOWN = 100
..()
update_icon()
/obj/machinery/recycler/examine()
set src in view()
/obj/machinery/recycler/examine(mob/user)
..()
usr << "The power light is [(stat & NOPOWER) ? "off" : "on"]."
usr << "The safety-mode light is [safety_mode ? "on" : "off"]."
usr << "The safety-sensors status light is [emagged ? "off" : "on"]."
user << "The power light is [(stat & NOPOWER) ? "off" : "on"]."
user << "The safety-mode light is [safety_mode ? "on" : "off"]."
user << "The safety-sensors status light is [emagged ? "off" : "on"]."
/obj/machinery/recycler/power_change()
..()
+5 -9
View File
@@ -27,18 +27,14 @@
overlays += "sheater-open"
return
/obj/machinery/space_heater/examine()
set src in oview(12)
if (!( usr ))
return
..()
/obj/machinery/space_heater/examine(mob/user)
usr << "The heater is [on ? "on" : "off"] and the hatch is [open ? "open" : "closed"]."
..()
user << "The heater is [on ? "on" : "off"] and the hatch is [open ? "open" : "closed"]."
if(open)
usr << "The power cell is [cell ? "installed" : "missing"]."
user << "A power cell is [cell ? "installed" : "missing"]."
else
usr << "The charge meter reads [cell ? round(cell.percent(),1) : 0]%"
return
user << "The charge meter reads [cell ? round(cell.percent(),1) : 0]%."
/obj/machinery/space_heater/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
+2 -3
View File
@@ -122,12 +122,11 @@
line1 = ""
update_display(line1, line2)
/obj/machinery/status_display/examine()
set src in view()
/obj/machinery/status_display/examine(mob/user)
. = ..()
switch(mode)
if(1,2,4)
usr << "The display says:<br>\t<xmp>[message1]</xmp><br>\t<xmp>[message2]</xmp>"
user << "The display says:<br>\t<xmp>[message1]</xmp><br>\t<xmp>[message2]</xmp>"
/obj/machinery/status_display/proc/set_message(m1, m2)
+2 -2
View File
@@ -41,9 +41,9 @@
..()
/obj/machinery/syndicatebomb/examine()
/obj/machinery/syndicatebomb/examine(mob/user)
..()
usr << "A digital display on it reads \"[timer]\"."
user << "A digital display on it reads \"[timer]\"."
/obj/machinery/syndicatebomb/update_icon()
icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]"
+8 -9
View File
@@ -213,25 +213,24 @@
else
return 0
/obj/mecha/examine()
set src in view()
/obj/mecha/examine(mob/user)
..()
var/integrity = health/initial(health)*100
switch(integrity)
if(85 to 100)
usr << "It's fully intact."
user << "It's fully intact."
if(65 to 85)
usr << "It's slightly damaged."
user << "It's slightly damaged."
if(45 to 65)
usr << "It's badly damaged."
user << "It's badly damaged."
if(25 to 45)
usr << "It's heavily damaged."
user << "It's heavily damaged."
else
usr << "It's falling apart."
user << "It's falling apart."
if(equipment && equipment.len)
usr << "It's equipped with:"
user << "It's equipped with:"
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
usr << "\icon[ME] [ME]"
user << "\icon[ME] [ME]"
return
@@ -6,13 +6,6 @@
layer = 2.1
anchored = 1
/obj/effect/decal/cleanable/crayon/examine()
set src in view(2)
..()
return
/obj/effect/decal/cleanable/crayon/New(location,main = "#FFFFFF", var/type = "rune")
..()
loc = location
+3 -16
View File
@@ -86,9 +86,8 @@
src.loc = T
/obj/item/examine()
set src in view()
/obj/item/examine(mob/user) //This might be spammy. Remove?
..()
var/size
switch(src.w_class)
if(1.0)
@@ -106,25 +105,13 @@
else
//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src]"
if(src.blood_DNA)
f_name = "a bloody [name]"
var/determiner
var/pronoun
if(src.gender == PLURAL)
determiner = "These are"
pronoun = "They are"
else
determiner = "This is"
pronoun = "It is"
usr << "\icon[src][determiner] [f_name]. [pronoun] a [size] item." //e.g. These are some gloves. They are a small item. or This is a toolbox. It is a bulky item.
if(src.desc)
usr << src.desc
return
user << "[pronoun] a [size] item." //e.g. They are a small item. or It is a bulky item.
/obj/item/attack_hand(mob/user as mob)
if (!user) return
@@ -249,10 +249,6 @@
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return 1
/obj/item/device/flashlight/emp/examine()
..()
return
/obj/item/device/flashlight/emp/attack(mob/living/M as mob, mob/living/user as mob)
if(on && user.zone_sel.selecting == "eyes") // call original attack proc only if aiming at the eyes
..()
@@ -66,10 +66,9 @@
failmsg = "The [name]'s refill light blinks red."
..()
/obj/item/device/lightreplacer/examine()
set src in view(2)
/obj/item/device/lightreplacer/examine(mob/user)
..()
usr << "It has [uses] lights remaining."
user << "It has [uses] light\s remaining."
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/emag) && emagged == 0)
@@ -443,16 +443,12 @@
return get_hearers_in_view(canhear_range, src)
/obj/item/device/radio/examine()
set src in view()
/obj/item/device/radio/examine(mob/user)
..()
if ((in_range(src, usr) || loc == usr))
if (b_stat)
usr.show_message("<span class='notice'>\the [src] can be attached and modified!</span>")
else
usr.show_message("<span class='notice'>\the [src] can not be modified or attached!</span>")
return
if (b_stat)
user << "<span class='notice'>[name] can be attached and modified.</span>"
else
user << "<span class='notice'>[name] can not be modified or attached.</span>"
/obj/item/device/radio/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
@@ -26,10 +26,9 @@
update_icon()
/obj/item/device/taperecorder/examine()
set src in view(1)
/obj/item/device/taperecorder/examine(mob/user)
..()
usr << "The wire panel is [open_panel ? "opened" : "closed"]."
user << "The wire panel is [open_panel ? "opened" : "closed"]."
/obj/item/device/taperecorder/attackby(obj/item/I, mob/user)
+7 -9
View File
@@ -32,25 +32,23 @@
src.loc = null
..()
/obj/item/stack/examine()
set src in view(1)
/obj/item/stack/examine(mob/user)
..()
if (is_cyborg)
if(src.singular_name)
usr << "There is enough energy for [src.get_amount()] [src.singular_name]\s."
user << "There is enough energy for [src.get_amount()] [src.singular_name]\s."
else
usr << "There is enough energy for [src.get_amount()]."
user << "There is enough energy for [src.get_amount()]."
return
if(src.singular_name)
if(src.get_amount()>1)
usr << "There are [src.get_amount()] [src.singular_name]\s in the stack."
user << "There are [src.get_amount()] [src.singular_name]\s in the stack."
else
usr << "There is [src.get_amount()] [src.singular_name] in the stack."
user << "There is [src.get_amount()] [src.singular_name] in the stack."
else if(src.get_amount()>1)
usr << "There are [src.get_amount()] in the stack."
user << "There are [src.get_amount()] in the stack."
else
usr << "There is [src.get_amount()] in the stack."
return
user << "There is [src.get_amount()] in the stack."
/obj/item/stack/proc/get_amount()
if (is_cyborg)
+13 -16
View File
@@ -109,7 +109,7 @@
*/
/obj/item/toy/gun
name = "cap gun"
desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_state = "gun"
@@ -121,12 +121,9 @@
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7.0
/obj/item/toy/gun/examine()
set src in usr
src.desc = text("There are [] cap\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
/obj/item/toy/gun/examine(mob/user)
..()
return
user << "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
@@ -168,7 +165,7 @@
/obj/item/toy/ammo/gun
name = "ammo-caps"
desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
desc = "Make sure to recyle the box in an autolathe when it gets empty."
icon = 'icons/obj/ammo.dmi'
icon_state = "357-7"
w_class = 1.0
@@ -178,8 +175,10 @@
/obj/item/toy/ammo/gun/update_icon()
src.icon_state = text("357-[]", src.amount_left)
src.desc = text("There are [] cap\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
return
/obj/item/toy/ammo/gun/examine(mob/user)
..()
user << "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left."
/*
* Toy crossbow
@@ -195,11 +194,10 @@
attack_verb = list("attacked", "struck", "hit")
var/bullets = 5
/obj/item/toy/crossbow/examine()
set src in view(2)
/obj/item/toy/crossbow/examine(mob/user)
..()
if (bullets)
usr << "<span class='notice'>It is loaded with [bullets] foam darts!</span>"
user << "<span class='notice'>It is loaded with [bullets] foam dart\s.</span>"
/obj/item/toy/crossbow/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
@@ -817,10 +815,9 @@ obj/item/toy/cards/singlecard
pixel_x = -5
obj/item/toy/cards/singlecard/examine()
set src in usr.contents
if(ishuman(usr))
var/mob/living/carbon/human/cardUser = usr
obj/item/toy/cards/singlecard/examine(mob/user)
if(ishuman(user))
var/mob/living/carbon/human/cardUser = user
if(cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
cardUser.visible_message("<span class='notice'>[cardUser] checks \his card.</span>", "<span class='notice'>The card reads: [src.cardname]</span>")
else
@@ -42,10 +42,10 @@
else
return 1
/obj/item/weapon/airlock_painter/examine()
/obj/item/weapon/airlock_painter/examine(mob/user)
..()
if(!ink)
usr << "<span class='notice'>It doesn't have a toner cardridge installed.</span>"
user << "<span class='notice'>It doesn't have a toner cardridge installed.</span>"
return
var/ink_level = "high"
if(ink.charges < 1)
@@ -54,7 +54,8 @@
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
usr << "<span class='notice'>Its ink levels look [ink_level].</span>"
user << "<span class='notice'>Its ink levels look [ink_level].</span>"
/obj/item/weapon/airlock_painter/attackby(obj/item/weapon/W, mob/user)
..()
+2 -2
View File
@@ -79,10 +79,10 @@
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/examine()
/obj/item/weapon/card/id/examine(mob/user)
..()
if(mining_points)
usr << "There's [mining_points] mining equipment redemption points loaded onto this card."
user << "There's [mining_points] mining equipment redemption point\s loaded onto this card."
/obj/item/weapon/card/id/GetAccess()
return access
@@ -36,12 +36,6 @@
create_reagents(max_water)
reagents.add_reagent("water", max_water)
/obj/item/weapon/extinguisher/examine()
set src in usr
..()
usr << "It contains [src.reagents.total_volume] units of water!"
return
/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
safety = !safety
src.icon_state = "[sprite_name][!safety]"
@@ -21,8 +21,7 @@
name = "[initial(name)] casing" // By adding the " casing" part here we can use initial(name) to get the final name, making it nice to say "large grenade" when it is a large grenade.
/obj/item/weapon/grenade/chem_grenade/examine()
set src in usr
/obj/item/weapon/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
..()
@@ -97,8 +97,7 @@
explosion(src.loc,-1,-1,-1, flame_range = range) // no explosive damage, only a large fireball.
qdel(src)
/obj/item/weapon/grenade/iedcasing/examine()
set src in usr
/obj/item/weapon/grenade/iedcasing/examine(mob/user)
..()
if(assembled == 3)
usr << "You can't tell when it will explode!"
user << "You can't tell when it will explode!"
@@ -45,14 +45,13 @@
return*/
/obj/item/weapon/grenade/examine()
set src in usr
/obj/item/weapon/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
usr << "The timer is set to [det_time/10] seconds."
user << "The timer is set to [det_time/10] second\s."
else
usr << "\The [src] is set for instant detonation."
user << "\The [src] is set for instant detonation."
/obj/item/weapon/grenade/attack_self(mob/user as mob)
@@ -24,19 +24,14 @@
src.icon_state = "[src.icon_type]box[total_contents]"
return
/obj/item/weapon/storage/fancy/examine()
set src in oview(1)
/obj/item/weapon/storage/fancy/examine(mob/user)
..()
if(contents.len <= 0)
usr << "There are no [src.icon_type]s left in the box."
user << "There are no [src.icon_type]s left in the box."
else if(contents.len == 1)
usr << "There is one [src.icon_type] left in the box."
user << "There is one [src.icon_type] left in the box."
else
usr << "There are [src.contents.len] [src.icon_type]s in the box."
return
user << "There are [src.contents.len] [src.icon_type]s in the box."
/*
* Donut Box
@@ -27,10 +27,9 @@
max_w_class = 2
max_combined_w_class = 14
/obj/item/weapon/storage/secure/examine()
set src in oview(1)
/obj/item/weapon/storage/secure/examine(mob/user)
..()
usr << text("The service panel is [src.open ? "open" : "closed"].")
user << text("The service panel is [src.open ? "open" : "closed"].")
/obj/item/weapon/storage/secure/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
+3 -4
View File
@@ -52,13 +52,12 @@
else
icon_state = "[initial(name)]"
/obj/item/weapon/melee/baton/examine()
set src in view(1)
/obj/item/weapon/melee/baton/examine(mob/user)
..()
if(bcell)
usr <<"<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>"
user <<"<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>"
if(!bcell)
usr <<"<span class='warning'>The baton does not have a power source installed.</span>"
user <<"<span class='warning'>The baton does not have a power source installed.</span>"
/obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/stock_parts/cell))
@@ -23,14 +23,6 @@
return
/obj/item/weapon/tank/oxygen/examine()
set src in usr
..()
if(air_contents.oxygen < 10)
usr << text("<span class='userdanger'>The meter on the [src.name] indicates you are almost out of air!</span>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
/obj/item/weapon/tank/oxygen/yellow
desc = "A tank of oxygen, this one is yellow."
icon_state = "oxygen_f"
@@ -69,13 +61,6 @@
icon_state = "oxygen"
/obj/item/weapon/tank/air/examine()
set src in usr
..()
if(air_contents.oxygen < 1 && loc==usr)
usr << "<span class='userdanger'>The meter on the [src.name] indicates you are almost out of air!</span>"
usr << sound('sound/effects/alert.ogg')
/obj/item/weapon/tank/air/New()
..()
@@ -138,14 +123,6 @@
src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/weapon/tank/emergency_oxygen/examine()
set src in usr
..()
if(air_contents.oxygen < 0.2 && loc==usr)
usr << text("<span class='userdanger'>The meter on the [src.name] indicates you are almost out of air!</span>")
usr << sound('sound/effects/alert.ogg')
/obj/item/weapon/tank/emergency_oxygen/engi
name = "extended-capacity emergency oxygen tank"
icon_state = "emergency_engi"
@@ -36,13 +36,13 @@
..()
/obj/item/weapon/tank/examine()
/obj/item/weapon/tank/examine(mob/user)
var/obj/icon = src
..()
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if (!in_range(src, usr))
if (icon == src) usr << "<span class='notice'>If you want any more information you'll need to get closer.</span>"
if (!in_range(src, user))
if (icon == src) user << "<span class='notice'>If you want any more information you'll need to get closer.</span>"
return
var/celsius_temperature = src.air_contents.temperature-T0C
@@ -61,9 +61,7 @@
else
descriptive = "furiously hot"
usr << "<span class='notice'>It feels [descriptive]</span>"
return
user << "<span class='notice'>It feels [descriptive].</span>"
/obj/item/weapon/tank/blob_act()
if(prob(50))
@@ -18,14 +18,6 @@
..()
create_reagents(volume)
noz = make_noz()
return
/obj/item/weapon/watertank/examine()
set src in usr
..()
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
/obj/item/weapon/watertank/ui_action_click()
if (usr.get_item_by_slot(slot_back) == src)
+3 -4
View File
@@ -151,10 +151,9 @@
reagents.add_reagent("fuel", max_fuel)
/obj/item/weapon/weldingtool/examine()
set src in usr
/obj/item/weapon/weldingtool/examine(mob/user)
..()
usr << "It contains [get_fuel()]/[max_fuel] units of fuel!"
user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user)
@@ -445,4 +444,4 @@
throw_speed = 3
throw_range = 3
m_amt = 66
icon_state = "crowbar_large"
icon_state = "crowbar_large"
@@ -20,13 +20,12 @@
if(isnum(amt) && amt > -1)
charges = amt
/obj/item/weapon/vending_refill/examine()
set src in usr
/obj/item/weapon/vending_refill/examine(mob/user)
..()
if(charges)
usr << "It can restock [charges] item(s)."
user << "It can restock [charges] item(s)."
else
usr << "It's empty!"
user << "It's empty!"
//NOTE I decided to go for about 1/3 of a machine's capacity
+6 -7
View File
@@ -163,15 +163,14 @@ LINEN BINS
var/obj/item/hidden = null
/obj/structure/bedsheetbin/examine()
/obj/structure/bedsheetbin/examine(mob/user)
..()
if(amount < 1)
usr << "There are no bed sheets in the bin."
return
if(amount == 1)
usr << "There is one bed sheet in the bin."
return
usr << "There are [amount] bed sheets in the bin."
user << "There are no bed sheets in the bin."
else if(amount == 1)
user << "There is one bed sheet in the bin."
else
user << "There are [amount] bed sheets in the bin."
/obj/structure/bedsheetbin/update_icon()
+2 -10
View File
@@ -20,12 +20,6 @@
create_reagents(100)
/obj/structure/janitorialcart/examine()
set src in usr
..()
usr << "It contains [reagents.total_volume] unit\s of liquid!"
//everything else is visible, so doesn't need to be mentioned
/obj/structure/janitorialcart/proc/wet_mop(obj/item/weapon/mop, mob/user)
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
@@ -176,12 +170,10 @@
create_reagents(100)
/obj/structure/stool/bed/chair/janicart/examine()
set src in usr
/obj/structure/stool/bed/chair/janicart/examine(mob/user)
..()
usr << "It contains [reagents.total_volume] unit\s of water!"
if(mybag)
usr << "\A [mybag] is hanging on the [callme]."
user << "\A [mybag] is hanging on \the [callme]."
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/I, mob/user)
@@ -12,12 +12,6 @@
/obj/structure/mopbucket/New()
create_reagents(100)
/obj/structure/mopbucket/examine()
set src in usr
..()
usr << "It contains [reagents.total_volume] unit\s of water!"
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
+5 -8
View File
@@ -124,15 +124,12 @@
return
/obj/item/device/assembly/examine()
set src in view()
/obj/item/device/assembly/examine(mob/user)
..()
if((in_range(src, usr) || loc == usr))
if(secured)
usr << "\The [src] is ready!"
else
usr << "\The [src] can be attached!"
return
if(secured)
user << "\The [src] is secured and ready to be used."
else
user << "\The [src] can be attached to other things."
/obj/item/device/assembly/attack_self(mob/user as mob)
+2 -2
View File
@@ -11,9 +11,9 @@
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
/obj/item/device/onetankbomb/examine()
/obj/item/device/onetankbomb/examine(mob/user)
..()
bombtank.examine()
user.examinate(bombtank)
/obj/item/device/onetankbomb/update_icon()
if(bombtank)
+6 -8
View File
@@ -55,15 +55,13 @@
master.update_icon()
/obj/item/device/assembly_holder/examine()
set src in view()
/obj/item/device/assembly_holder/examine(mob/user)
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr << "\The [src] is ready!"
else
usr << "\The [src] can be attached!"
return
if(secured)
user << "\The [src] is secured and ready to be used."
else
user << "\The [src] can be attached to other things."
/obj/item/device/assembly_holder/HasProximity(atom/movable/AM as mob|obj)
+2 -2
View File
@@ -7,10 +7,10 @@
var/armed = 0
/obj/item/device/assembly/mousetrap/examine()
/obj/item/device/assembly/mousetrap/examine(mob/user)
..()
if(armed)
usr << "It looks like it's armed."
user << "It looks like it's armed."
/obj/item/device/assembly/mousetrap/activate()
if(..())
+6 -7
View File
@@ -198,20 +198,19 @@ BLIND // can't see anything
return 1
/obj/item/clothing/under/examine()
set src in view()
/obj/item/clothing/under/examine(mob/user)
..()
switch(src.sensor_mode)
if(0)
usr << "Its sensors appear to be disabled."
user << "Its sensors appear to be disabled."
if(1)
usr << "Its binary life sensors appear to be enabled."
user << "Its binary life sensors appear to be enabled."
if(2)
usr << "Its vital tracker appears to be enabled."
user << "Its vital tracker appears to be enabled."
if(3)
usr << "Its vital tracker and tracking beacon appear to be enabled."
user << "Its vital tracker and tracking beacon appear to be enabled."
if(hastie)
usr << "\A [hastie] is attached to it."
user << "\A [hastie] is attached to it."
atom/proc/generate_uniform(index,t_color)
var/icon/female_uniform_icon = icon("icon"='icons/mob/uniform.dmi', "icon_state"="[t_color]_s")
+3 -4
View File
@@ -31,10 +31,9 @@
/obj/item/clothing/shoes/magboots/negates_gravity()
return flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine()
set src in view()
/obj/item/clothing/shoes/magboots/examine(mob/user)
..()
usr << "Its mag-pulse traction system appears to be [magpulse ? "enabled" : "disabled"]."
user << "Its mag-pulse traction system appears to be [magpulse ? "enabled" : "disabled"]."
/obj/item/clothing/shoes/magboots/advance
@@ -48,4 +47,4 @@
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
magboot_state = "syndiemag"
+15 -18
View File
@@ -2247,21 +2247,20 @@ ________________________________________________________________________________
U.drop_item()
return 0
/obj/item/clothing/suit/space/space_ninja/examine()
set src in view()
/obj/item/clothing/suit/space/space_ninja/examine(mob/user)
..()
if(s_initialized)
var/mob/living/carbon/human/U = affecting
if(s_control)
U << "All systems operational. Current energy capacity: <B>[cell.charge]</B>."
if(!kamikaze)
U << "The CLOAK-tech device is <B>[s_active?"active":"inactive"]</B>."
if(user == affecting)
if(s_control)
user << "All systems operational. Current energy capacity: <B>[cell.charge]</B>."
if(!kamikaze)
user << "The CLOAK-tech device is <B>[s_active?"active":"inactive"]</B>."
else
user << "<span class='userdanger'>KAMIKAZE MODE ENGAGED!</span>"
user << "There are <B>[s_bombs]</B> smoke bomb\s remaining."
user << "There are <B>[a_boost]</B> adrenaline booster\s remaining."
else
U << "<span class='danger'>KAMIKAZE MODE ENGAGED!</span>"
U << "There are <B>[s_bombs]</B> smoke bombs remaining."
U << "There are <B>[a_boost]</B> adrenaline boosters remaining."
else
U << "rrR aa No-- fN 3RRr"
user << "rrR aa No-- fN 3RRr"
/*
===================================================================================
@@ -2506,12 +2505,10 @@ ________________________________________________________________________________
U << "You <b>[candrain?"disable":"enable"]</b> special interaction."
candrain=!candrain
/obj/item/clothing/gloves/space_ninja/examine()
set src in view()
/obj/item/clothing/gloves/space_ninja/examine(mob/user)
..()
if(flags & NODROP)
var/mob/living/carbon/human/U = loc
U << "The energy drain mechanism is: <B>[candrain?"active":"inactive"]</B>."
user << "The energy drain mechanism is: <B>[candrain?"active":"inactive"]</B>."
/*
===================================================================================
@@ -2585,9 +2582,9 @@ ________________________________________________________________________________
voice = "Unknown"
return
/obj/item/clothing/mask/gas/voice/space_ninja/examine()
/obj/item/clothing/mask/gas/voice/space_ninja/examine(mob/user)
..()
usr << "Voice mimicking algorithm is set <B>[!vchange?"inactive":"active"]</B>."
user << "Voice mimicking algorithm is set <B>[!vchange?"inactive":"active"]</B>."
/*
===================================================================================
-16
View File
@@ -87,22 +87,6 @@
return
/obj/item/weapon/reagent_containers/food/drinks/examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if(!reagents || reagents.total_volume==0)
usr << "<span class='notice'>\The [src] is empty!</span>"
else if (reagents.total_volume<=src.volume/4)
usr << "<span class='notice'>\The [src] is almost empty!</span>"
else if (reagents.total_volume<=src.volume*0.66)
usr << "<span class='notice'>\The [src] is half full!</span>"
else if (reagents.total_volume<=src.volume*0.90)
usr << "<span class='notice'>\The [src] is almost full!</span>"
else
usr << "<span class='notice'>\The [src] is full!</span>"
////////////////////////////////////////////////////////////////////////////////
/// Drinks. END
////////////////////////////////////////////////////////////////////////////////
+4 -7
View File
@@ -107,19 +107,16 @@
return
/obj/item/weapon/reagent_containers/food/snacks/examine()
set src in view()
/obj/item/weapon/reagent_containers/food/snacks/examine(mob/user)
..()
if(!(usr in range(1)) && usr != loc)
return
if(bitecount == 0)
return
else if(bitecount == 1)
usr << "[src] was bitten by someone!"
user << "[src] was bitten by someone!"
else if(bitecount <= 3)
usr << "[src] was bitten [bitecount] times!"
user << "[src] was bitten [bitecount] times!"
else
usr << "[src] was bitten multiple times!"
user << "[src] was bitten multiple times!"
/obj/item/weapon/reagent_containers/food/snacks/attackby(obj/item/weapon/W, mob/user)
+6 -9
View File
@@ -392,9 +392,9 @@
user << "<span class='info'>There's no points left on [src].</span>"
..()
/obj/item/weapon/card/mining_point_card/examine()
/obj/item/weapon/card/mining_point_card/examine(mob/user)
..()
usr << "There's [points] points on the card."
user << "There's [points] point\s on the card."
/**********************Jaunter**********************/
@@ -533,13 +533,10 @@
/obj/item/clothing/mask/facehugger/toy
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/examine()//So that giant red text about probisci doesn't show up.
if(desc)
usr << desc
/obj/item/clothing/mask/facehugger/toy/Die()
return
@@ -725,12 +722,12 @@
if(!malfunctioning)
malfunctioning = 1
/obj/item/weapon/lazarus_injector/examine()
/obj/item/weapon/lazarus_injector/examine(mob/user)
..()
if(!loaded)
usr << "<span class='info'>[src] is empty.</span>"
user << "<span class='info'>[src] is empty.</span>"
if(malfunctioning)
usr << "<span class='info'>The display on [src] seems to be flickering.</span>"
user << "<span class='info'>The display on [src] seems to be flickering.</span>"
/**********************Mining Scanner**********************/
/obj/item/device/t_scanner/mining_scanner
@@ -148,8 +148,8 @@
density = 0
anchored = 1
/obj/machinery/mineral/labor_points_checker/attack_hand(user as mob)
examine(user)
/obj/machinery/mineral/labor_points_checker/attack_hand(mob/user)
user.examinate(src)
/obj/machinery/mineral/labor_points_checker/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/card/id))
@@ -111,10 +111,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
S.Crossed(src)
/mob/dead/observer/examine()
if(usr)
usr << desc
/mob/dead/observer/can_use_hands() return 0
/mob/dead/observer/is_active() return 0
@@ -22,7 +22,7 @@ var/const/MAX_ACTIVE_TIME = 400
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
var/sterile = 0
var/real = 1 //0 for the toy, 1 for real. Sure I could istype, but fuck that.
var/strength = 5
var/attached = 0
@@ -44,16 +44,17 @@ var/const/MAX_ACTIVE_TIME = 400
user.unEquip(src)
Attach(M)
/obj/item/clothing/mask/facehugger/examine()
/obj/item/clothing/mask/facehugger/examine(mob/user)
..()
if(!real)//So that giant red text about probisci doesn't show up.
return
switch(stat)
if(DEAD,UNCONSCIOUS)
usr << "<span class='userdanger'>[src] is not moving.</span>"
user << "<span class='userdanger'>[src] is not moving.</span>"
if(CONSCIOUS)
usr << "<span class='userdanger'>[src] seems to be active.</span>"
user << "<span class='userdanger'>[src] seems to be active!</span>"
if (sterile)
usr << "<span class='userdanger'>It looks like the proboscis has been removed.</span>"
return
user << "<span class='userdanger'>It looks like the proboscis has been removed.</span>"
/obj/item/clothing/mask/facehugger/attackby(var/obj/item/O,var/mob/m)
if(O.force)
@@ -33,15 +33,12 @@
brainmob << "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>"
/obj/item/organ/brain/examine()
set src in oview(12)
if(!usr) return
/obj/item/organ/brain/examine(mob/user)
..()
if(brainmob && brainmob.client)
usr << "You can feel the small spark of life still left in this one."
user << "You can feel the small spark of life still left in this one."
else
usr << "This one seems particularly lifeless. Perhaps it will regain some of it's luster later.."
user << "This one seems particularly lifeless. Perhaps it will regain some of its luster later."
/obj/item/organ/brain/attack(mob/living/carbon/M, mob/user)
@@ -1,10 +1,4 @@
/mob/living/carbon/human/examine()
set src in view()
if(!usr || !src) return
if( usr.sdisabilities & BLIND || usr.blinded || usr.stat==UNCONSCIOUS )
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
/mob/living/carbon/human/examine(mob/user)
var/list/obscured = check_obscured_slots()
var/skipface = 0
@@ -156,7 +150,7 @@
else if(istype(wear_id, /obj/item/weapon/card/id)) //just in case something other than a PDA/ID card somehow gets in the ID slot :[
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
if(id && (id != real_name) && (get_dist(src, user) <= 1) && prob(10))
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
else*/
msg += "[t_He] [t_is] wearing \icon[wear_id] \a [wear_id].\n"
@@ -233,7 +227,7 @@
if(nutrition < 100)
msg += "[t_He] [t_is] severely malnourished.\n"
else if(nutrition >= 500)
if(usr.nutrition < 100)
if(user.nutrition < 100)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
@@ -256,10 +250,10 @@
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/hud/security/sunglasses))
if(!usr.stat && usr != src) //|| !usr.canmove || usr.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
if(!user.stat && user != src) //|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
var/criminal = "None"
var/perpname = get_face_name(get_id_name(""))
@@ -276,4 +270,4 @@
msg += "*---------*</span>"
usr << msg
user << msg
@@ -1,11 +1,4 @@
/mob/living/carbon/monkey/examine()
set src in oview()
if(!usr || !src) return
if( (usr.sdisabilities & BLIND || usr.blinded || usr.stat) && !istype(usr,/mob/dead/observer) )
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
/mob/living/carbon/monkey/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.handcuffed)
@@ -47,5 +40,4 @@
msg += "*---------*</span>"
usr << msg
return
user << msg
+30 -36
View File
@@ -1,37 +1,31 @@
/mob/living/carbon/slime/examine()
set src in oview()
if(!usr || !src) return
if( (usr.sdisabilities & BLIND || usr.blinded || usr.stat) && !istype(usr,/mob/dead/observer) )
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
else
if (src.getBruteLoss())
msg += "<span class='warning'>"
if (src.getBruteLoss() < 40)
msg += "It has some punctures in its flesh!"
else
msg += "<B>It has severe punctures and tears in its flesh!</B>"
msg += "</span>\n"
switch(powerlevel)
if(2 to 3)
msg += "It is flickering gently with a little electrical activity.\n"
if(4 to 5)
msg += "It is glowing gently with moderate levels of electrical activity.\n"
if(6 to 9)
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
if(10)
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
msg += "*---------*</span>"
usr << msg
/mob/living/carbon/slime/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
else
if (src.getBruteLoss())
msg += "<span class='warning'>"
if (src.getBruteLoss() < 40)
msg += "It has some punctures in its flesh!"
else
msg += "<B>It has severe punctures and tears in its flesh!</B>"
msg += "</span>\n"
switch(powerlevel)
if(2 to 3)
msg += "It is flickering gently with a little electrical activity.\n"
if(4 to 5)
msg += "It is glowing gently with moderate levels of electrical activity.\n"
if(6 to 9)
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
if(10)
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
msg += "*---------*</span>"
user << msg
return
+2 -10
View File
@@ -1,11 +1,4 @@
/mob/living/silicon/ai/examine()
set src in oview()
if(!usr || !src) return
if( (usr.sdisabilities & BLIND || usr.blinded || usr.stat) && !istype(usr,/mob/dead/observer) )
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
/mob/living/silicon/ai/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
@@ -27,5 +20,4 @@
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
user << msg
@@ -1,27 +1,2 @@
/mob/living/silicon/pai/examine() //removed as it was pointless...moved to the pai-card instead.
/* This is totaly pointless because this mob is contained inside a card!
set src in oview()
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
msg += "It looks slightly dented.\n"
else
msg += "<B>Its casing appears cracked and broken!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred!\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
*/
return
@@ -1,11 +1,4 @@
/mob/living/silicon/robot/examine()
set src in oview()
if(!usr || !src) return
if( (usr.sdisabilities & BLIND || usr.blinded || usr.stat) && !istype(usr,/mob/dead/observer) )
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
/mob/living/silicon/robot/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
var/obj/act_module = get_active_hand()
if(act_module)
@@ -41,5 +34,4 @@
if(DEAD) msg += "<span class='deadsay'>It looks like its system is corrupted and requires a reset.</span>\n"
msg += "*---------*</span>"
usr << msg
return
user << msg
@@ -43,9 +43,7 @@
qdel(src)
return
/mob/living/simple_animal/construct/examine()
set src in oview()
/mob/living/simple_animal/construct/examine(mob/user)
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
@@ -56,8 +54,7 @@
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
user << msg
/mob/living/simple_animal/construct/Bump(atom/movable/AM as mob|obj, yes)
if ((!( yes ) || now_pushing))
@@ -31,12 +31,12 @@
var/image/cap_living = null //Where we store our cap icons so we dont generate them constantly to update our icon
var/image/cap_dead = null
/mob/living/simple_animal/hostile/mushroom/examine()
/mob/living/simple_animal/hostile/mushroom/examine(mob/user)
..()
if(health >= maxHealth)
usr << "<span class='info'>It looks healthy.</span>"
user << "<span class='info'>It looks healthy.</span>"
else
usr << "<span class='info'>It looks like it's been roughed up.</span>"
user << "<span class='info'>It looks like it's been roughed up.</span>"
/mob/living/simple_animal/hostile/mushroom/Life()
..()
+12
View File
@@ -285,6 +285,18 @@ var/list/slot_equipment_priority = list( \
user << browse(dat, "window=mob\ref[src];size=325x500")
onclose(user, "mob\ref[src]")
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
set name = "Examine"
set category = "IC"
// if( (sdisabilities & BLIND || blinded || stat) && !istype(src,/mob/dead/observer) )
if(is_blind(src))
src << "<span class='notice'>Something is there but you can't see it.</span>"
return
face_atom(A)
A.examine(src)
/mob/verb/mode()
set name = "Activate Held Object"
+1 -1
View File
@@ -103,7 +103,7 @@
if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if(istype(P) && P.loc == src)
P.examine()
usr.examinate(P)
if(href_list["top"])
var/obj/item/P = locate(href_list["top"])
+1 -1
View File
@@ -67,7 +67,7 @@
if(href_list["read"])
var/obj/item/I = locate(href_list["read"])
if(istype(I) && I.loc == src)
I.examine()
usr.examinate(I)
//Update everything
attack_self(usr)
+10 -13
View File
@@ -48,20 +48,17 @@
icon_state = "paper"
/obj/item/weapon/paper/examine()
set src in oview(1)
if(is_blind(usr))
return
if(in_range(usr, src))
if( !(ishuman(usr) || isobserver(usr) || issilicon(usr)) )
usr << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(usr, "[name]")
/obj/item/weapon/paper/examine(mob/user)
..()
if(in_range(user, src))
if( !(ishuman(user) || isobserver(user) || issilicon(user)) )
user << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(user, "[name]")
else
usr << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(usr, "[name]")
user << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info]<HR>[stamps]</BODY></HTML>", "window=[name]")
onclose(user, "[name]")
else
usr << "<span class='notice'>It is too far away.</span>"
user << "<span class='notice'>It is too far away.</span>"
/obj/item/weapon/paper/verb/rename()
@@ -80,7 +77,7 @@
/obj/item/weapon/paper/attack_self(mob/user)
examine()
user.examinate(src)
if(rigged && (events.holiday == "April Fool's Day"))
if(spam_flag == 0)
spam_flag = 1
+3 -4
View File
@@ -74,13 +74,12 @@
update_icon()
/obj/item/weapon/paper_bin/examine()
set src in oview(1)
/obj/item/weapon/paper_bin/examine(mob/user)
..()
if(amount)
usr << "It contains " + (amount > 1 ? "[amount] papers" : " one paper")+"."
user << "It contains " + (amount > 1 ? "[amount] papers" : " one paper")+"."
else
usr << "It doesn't contain anything."
user << "It doesn't contain anything."
/obj/item/weapon/paper_bin/update_icon()
+8 -10
View File
@@ -35,7 +35,7 @@
/obj/item/weapon/photo/attack_self(mob/user)
examine()
user.examinate(src)
/obj/item/weapon/photo/attackby(obj/item/weapon/P, mob/user)
@@ -47,15 +47,13 @@
..()
/obj/item/weapon/photo/examine()
set src in oview(1)
if(is_blind(usr)) return
/obj/item/weapon/photo/examine(mob/user)
..()
if(in_range(usr, src))
show(usr)
usr << desc
if(in_range(user, src))
show(user)
else
usr << "<span class='notice'>It is too far away.</span>"
user << "You need to get closer to get a good look at this photo."
/obj/item/weapon/photo/proc/show(mob/user)
@@ -150,9 +148,9 @@
..()
/obj/item/device/camera/examine()
/obj/item/device/camera/examine(mob/user)
..()
usr << "It has [pictures_left] photos left."
user << "It has [pictures_left] photos left."
/obj/item/device/camera/proc/camera_get_icon(list/turfs, turf/center)
+18 -24
View File
@@ -184,31 +184,25 @@
spawn(5)
src.update()
/obj/machinery/power/apc/examine()
set src in oview(1)
if(usr /*&& !usr.stat*/)
..()
if(stat & BROKEN)
usr << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else if (!has_electronics && terminal)
usr << "There are some wires but no any electronics."
else if (has_electronics && !terminal)
usr << "Electronics installed but not wired."
else /* if (!has_electronics && !terminal) */
usr << "There is no electronics nor connected wires."
/obj/machinery/power/apc/examine(mob/user)
..()
if(stat & BROKEN)
user << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
user << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with it: it doesn't work."
else if (malfhack)
usr << "The cover is broken. It may be hard to force it open."
else
usr << "The cover is closed."
user << "It's [!terminal?" not":""]wired up."
user << "The electronics are[!has_electronics?"n't":""] installed."
else
if (stat & MAINT)
user << "The cover is closed. Something is wrong with it. It doesn't work."
else if (malfhack)
user << "The cover is broken. It may be hard to force it open."
else
user << "The cover is closed."
// update the APC icon to show the three base states
+2 -14
View File
@@ -463,6 +463,7 @@ obj/structure/cable/proc/avail()
/obj/item/stack/cable_coil
name = "cable coil"
gender = NEUTER //That's a cable coil sounds better than that's some cable coils
icon = 'icons/obj/power.dmi'
icon_state = "coil_red"
item_state = "coil_red"
@@ -478,6 +479,7 @@ obj/structure/cable/proc/avail()
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
singular_name = "cable piece"
/obj/item/stack/cable_coil/cyborg
is_cyborg = 1
@@ -533,20 +535,6 @@ obj/structure/cable/proc/avail()
name = "cable coil"
/obj/item/stack/cable_coil/examine()
set src in view(1)
if (is_cyborg)
usr << "A cable synthesizer. Currently has energy for [get_amount()] lengths of cable."
else
if(get_amount() == 1)
usr << "A short piece of power cable."
else if(get_amount() == 2)
usr << "A piece of power cable."
else
usr << "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
/obj/item/stack/cable_coil/verb/make_restraint()
set name = "Make Cable Restraints"
set category = "Object"
+7 -8
View File
@@ -5,9 +5,9 @@
/obj/item/weapon/stock_parts/cell/New()
..()
charge = maxcharge
desc = "This cell has a power rating of [maxcharge], and you should not swallow it."
spawn(5)
updateicon()
updateicon()
/obj/item/weapon/stock_parts/cell/proc/updateicon()
overlays.Cut()
@@ -50,13 +50,12 @@
return power_used
/obj/item/weapon/stock_parts/cell/examine()
set src in view(1)
/obj/item/weapon/stock_parts/cell/examine(mob/user)
..()
if(usr /*&& !usr.stat*/)
usr << "This cell has a power rating of [maxcharge], and you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
if(crit_fail)
usr << "<span class='danger'>This power cell seems to be faulty.</span>"
if(crit_fail || rigged)
user << "<span class='danger'>This power cell seems to be faulty!</span>"
else
user << "The charge meter reads [round(src.percent() )]%."
/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
+14 -21
View File
@@ -84,20 +84,15 @@
if (fixture_type == "bulb")
icon_state = "bulb-construct-stage1"
/obj/machinery/light_construct/examine()
set src in view()
/obj/machinery/light_construct/examine(mob/user)
..()
if (!(usr in view(2))) return
switch(src.stage)
if(1)
usr << "It's an empty frame."
return
user << "It's an empty frame."
if(2)
usr << "It's wired."
return
user << "It's wired."
if(3)
usr << "The casing is closed."
return
user << "The casing is closed."
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
@@ -317,19 +312,17 @@
update()
// examine verb
/obj/machinery/light/examine()
set src in oview(1)
/obj/machinery/light/examine(mob/user)
..()
if(usr && !usr.stat)
switch(status)
if(LIGHT_OK)
usr << "It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
usr << "The [fitting] has been removed."
if(LIGHT_BURNED)
usr << "The [fitting] is burnt out."
if(LIGHT_BROKEN)
usr << "The [fitting] has been smashed."
switch(status)
if(LIGHT_OK)
user << "It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
user << "The [fitting] has been removed."
if(LIGHT_BURNED)
user << "The [fitting] is burnt out."
if(LIGHT_BROKEN)
user << "The [fitting] has been smashed."
+6 -10
View File
@@ -31,7 +31,7 @@ tank [un]loading stuff
/obj/machinery/power/port_gen/attack_hand(mob/user)
turn on/off
/obj/machinery/power/port_gen/examine()
/obj/machinery/power/port_gen/examine(mob/user)
display round(lastgen) and plasmatank amount
*/
@@ -84,13 +84,9 @@ display round(lastgen) and plasmatank amount
if(!anchored)
return
/obj/machinery/power/port_gen/examine()
set src in oview(1)
/obj/machinery/power/port_gen/examine(mob/user)
..()
if(active)
usr << "It is running."
else
usr << "It isn't running."
user << "It is[!active?"n't":""] running."
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
@@ -142,10 +138,10 @@ display round(lastgen) and plasmatank amount
power_gen = round(initial(power_gen) * temp_rating * 2)
consumption = consumption_coeff
/obj/machinery/power/port_gen/pacman/examine()
/obj/machinery/power/port_gen/pacman/examine(mob/user)
..()
usr << "<span class='notice'>The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle.</span>"
if(crit_fail) usr << "<span class='danger'>The generator seems to have broken down.</span>"
user << "<span class='notice'>The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle.</span>"
if(crit_fail) user << "<span class='danger'>The generator seems to have broken down.</span>"
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
@@ -110,7 +110,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
src.dir = turn(src.dir, 90)
return 1
/obj/structure/particle_accelerator/examine()
/obj/structure/particle_accelerator/examine(mob/user)
switch(src.construction_state)
if(0)
src.desc = text("A [name], looks like it's not attached to the flooring")
@@ -123,7 +123,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
if(powered)
src.desc = src.desc_holder
..()
return
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user)
@@ -303,7 +302,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/examine()
/obj/machinery/particle_accelerator/examine(mob/user)
switch(src.construction_state)
if(0)
src.desc = text("A [name], looks like it's not attached to the flooring")
@@ -316,7 +315,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
if(powered)
src.desc = src.desc_holder
..()
return
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user)
+3 -3
View File
@@ -21,12 +21,12 @@
icon_state_off = "switch-up"
/obj/structure/powerswitch/examine()
/obj/structure/powerswitch/examine(mob/user)
..()
if(on)
usr << "The switch is in the on position"
user << "The switch is in the on position"
else
usr << "The switch is in the off position"
user << "The switch is in the off position"
/obj/structure/powerswitch/attack_ai(mob/user)
user << "\red You're an AI. This is a manual switch. It's not going to work."
+2 -3
View File
@@ -17,10 +17,9 @@
max_charges = Ceiling(max_charges / 2)
..()
/obj/item/weapon/gun/magic/wand/examine()
/obj/item/weapon/gun/magic/wand/examine(mob/user)
..()
usr << "Has [charges] charge\s remaining."
return
user << "Has [charges] charge\s remaining."
/obj/item/weapon/gun/magic/wand/update_icon()
icon_state = "[initial(icon_state)][charges ? "" : "-drained"]"
+2 -3
View File
@@ -69,10 +69,9 @@
return
/obj/item/weapon/gun/projectile/examine()
/obj/item/weapon/gun/projectile/examine(mob/user)
..()
usr << "Has [get_ammo()] round\s remaining."
return
user << "Has [get_ammo()] round\s remaining."
/obj/item/weapon/gun/projectile/proc/get_ammo(var/countchambered = 1)
var/boolets = 0 //mature var names for mature people
@@ -45,9 +45,9 @@
boolets += magazine.ammo_count(countempties)
return boolets
/obj/item/weapon/gun/projectile/revolver/examine()
/obj/item/weapon/gun/projectile/revolver/examine(mob/user)
..()
usr << "[get_ammo(0,0)] of those are live rounds."
user << "[get_ammo(0,0)] of those are live rounds."
/obj/item/weapon/gun/projectile/revolver/detective
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-special rounds."
@@ -47,10 +47,10 @@
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/examine()
/obj/item/weapon/gun/projectile/shotgun/examine(mob/user)
..()
if (chambered)
usr << "A [chambered.BB ? "live" : "spent"] one is in the chamber."
user << "A [chambered.BB ? "live" : "spent"] one is in the chamber."
/obj/item/weapon/gun/projectile/shotgun/combat
name = "combat shotgun"
+2 -5
View File
@@ -12,12 +12,9 @@
var/max_grenades = 3
m_amt = 2000
/obj/item/weapon/gun/grenadelauncher/examine()
set src in view()
/obj/item/weapon/gun/grenadelauncher/examine(mob/user)
..()
if(!(usr in view(2)) && usr != loc)
return
usr << "[grenades] / [max_grenades] grenades."
user << "[grenades] / [max_grenades] grenades loaded."
/obj/item/weapon/gun/grenadelauncher/attackby(obj/item/I as obj, mob/user as mob)
@@ -108,9 +108,10 @@ Borg Hypospray
user << "<span class='notice'>[src] is now dispensing '[R.name]'.</span>"
return
/obj/item/weapon/reagent_containers/borghypo/examine()
/obj/item/weapon/reagent_containers/borghypo/examine(mob/user)
usr = user
..()
DescribeContents()
DescribeContents() //Because using the standardized reagents datum was just too cool for whatever fuckwit wrote this
/obj/item/weapon/reagent_containers/borghypo/proc/DescribeContents()
var/empty = 1
@@ -32,15 +32,7 @@
/mob/living/simple_animal/hostile/retaliate/goat
)
/obj/item/weapon/reagent_containers/glass/examine()
set src in view()
..()
if(!(usr in view(2)) && usr != loc)
return
if(reagents && reagents.reagent_list.len)
usr << "It contains:"
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[R.volume] units of [R.name]"
/obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
if(!proximity) return // not adjacent
@@ -76,14 +76,6 @@
spray_currentrange = (spray_currentrange == 1 ? spray_maxrange : 1)
user << "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
/obj/item/weapon/reagent_containers/spray/examine()
set src in usr
..()
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
/obj/item/weapon/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
@@ -39,17 +39,6 @@
src.verbs -= /obj/structure/reagent_dispensers/verb/set_APTFT
..()
/obj/structure/reagent_dispensers/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "<span class='notice'>It contains:</span>"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "<span class='notice'>[R.volume] units of [R.name]</span>"
else
usr << "<span class='danger'>Nothing.</span>"
/obj/structure/reagent_dispensers/verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
+2 -3
View File
@@ -39,10 +39,9 @@
newshot()
..()
/obj/item/weapon/gun/syringe/examine()
/obj/item/weapon/gun/syringe/examine(mob/user)
..()
usr << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
return
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
+2 -4
View File
@@ -161,11 +161,9 @@
return
/obj/item/weapon/packageWrap/examine()
if(src in usr)
usr << "<span class='notice'>There are [amount] units of package wrap left.</span>"
/obj/item/weapon/packageWrap/examine(mob/user)
..()
return
user << "<span class='notice'>There are [amount] units of package wrap left.</span>"
/obj/item/device/destTagger
+3 -2
View File
@@ -120,9 +120,10 @@
/obj/item/weapon/rcs/New()
..()
processing_objects.Add(src)
/obj/item/weapon/rcs/examine()
desc = "Use this to send crates and closets to cargo telepads. There are [rcharges] charges left."
/obj/item/weapon/rcs/examine(mob/user)
..()
user << "There are [rcharges] charge\s left."
/obj/item/weapon/rcs/Destroy()
processing_objects.Remove(src)
+2 -2
View File
@@ -40,9 +40,9 @@
inserted_gps = null
..()
/obj/machinery/computer/telescience/examine()
/obj/machinery/computer/telescience/examine(mob/user)
..()
usr << "There are [crystals.len ? crystals.len : "no"] bluespace crystals in the crystal slots."
user << "There are [crystals.len ? crystals.len : "no"] bluespace crystal\s in the crystal slots."
/obj/machinery/computer/telescience/initialize()
..()