#define EXME_MAX_LOC_RECURSION 10 //no infinite loops /mob/living/verb/container_emote() set name = "Emote Using Vehicle/Container" set category = "IC" if (isturf(src.loc)) to_chat(src, span_danger("You are not within anything!")) return if (loc && (!src.IsUnconscious())) // If user's location is a turf, if it is not null, and if the user is not unconcious, continue. usr.emote("exme") /datum/emote/container_emote key = "exme" message = null /datum/emote/container_emote/run_emote(mob/living/user, params, type_override = null, intentional = TRUE) /// The message that will be sent from the container emote. var/container_message /// What was inputted by the user. var/container_emote = params if(QDELETED(user)) return FALSE if(is_banned_from(user, "emote")) tgui_alert(user, "You cannot send emotes (banned).") return FALSE else if(user.client?.prefs?.muted & MUTE_IC) tgui_alert(user, "You cannot send IC messages (muted).") return FALSE var/times_searched = 0 var/can_use = TRUE var/atom/current_loc = user.loc var/list/locs_we_can_use = list() if (current_loc && !isturf(current_loc)) locs_we_can_use += current_loc while (times_searched < EXME_MAX_LOC_RECURSION) times_searched++ var/atom/recursive_loc = current_loc.loc if (!recursive_loc || isarea(recursive_loc)) // if youre in something already, its fair to say you might be in, say, a pipe. you cant use that for emoting, so the floor will have to do break locs_we_can_use += recursive_loc current_loc = recursive_loc else can_use = FALSE if (!can_use) to_chat(user, span_danger("You are not within anything!")) // If user is banned from chat, emotes, or the user is not within anything (ex. a locker) return. return FALSE //im keeping this to_chat because this seems like a really common use case and i dont want to annoy players else if(!params) // User didn't put anything after *exme when using the say hotkey, or just used the emote raw? Open a window. container_emote = tgui_input_text(user, "What would you like to emote?", "Container Emote" , null, MAX_MESSAGE_LEN, TRUE, TRUE, 0) if(!container_emote) return FALSE var/list/choices = list("Visible","Audible") var/type = tgui_input_list(user, "Is this a visible or audible emote?", "Container Emote", choices, FALSE) switch(type) if("Visible") emote_type = EMOTE_VISIBLE if("Audible") emote_type = EMOTE_AUDIBLE else tgui_alert(user, "Unable to use this emote, must be either audible or visible.") return container_message = container_emote //Ill be honest I dont know why this is a thing but I'm too afraid to remove it. else container_message = params // Same as above. if(type_override) emote_type = type_override else emote_type = EMOTE_VISIBLE . = TRUE if(!can_run_emote(user)) return FALSE user.log_message(container_message, LOG_EMOTE) var/space = should_have_space_before_emote(html_decode(container_emote)[1]) ? " " : "" container_message = ("[user.apply_message_emphasis(container_message)]") var/atom/picked_loc if (!length(locs_we_can_use)) return FALSE if (length(locs_we_can_use) == 1) picked_loc = pick(locs_we_can_use) else picked_loc = tgui_input_list(user, "Which container would you like your emote to originate from?", "Container emote", locs_we_can_use, FALSE) // Since the tgui input sleeps, we can no longer trust the status of any variable after this point // Ex. we cannot assume the user exists anymore if(!can_run_emote(user)) return FALSE if ((!picked_loc) || (isarea(picked_loc)) || QDELETED(picked_loc) || user.IsUnconscious() || QDELETED(user)) //one last sanity check return FALSE if(emote_type == EMOTE_AUDIBLE) picked_loc.audible_message(message = container_message, self_message = container_message, audible_message_flags = EMOTE_MESSAGE, separation = space) else if (emote_type == EMOTE_VISIBLE) picked_loc.visible_message(message = container_message, self_message = container_message, visible_message_flags = EMOTE_MESSAGE, separation = space) #undef EXME_MAX_LOC_RECURSION