mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
converts our spans (#9185)
This commit is contained in:
@@ -91,10 +91,10 @@
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if(istype(id) && lockable)
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if(check_access(id))
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locked = !locked
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to_chat(user, "<span class='warning'>You [locked ? "enable" : "disable"] the safety lock on \the [src].</span>")
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to_chat(user, span_warning("You [locked ? "enable" : "disable"] the safety lock on \the [src]."))
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else
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to_chat(user, "<span class='warning'>Access denied.</span>")
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user.visible_message("<span class='notice'>[user] swipes \the [I] against \the [src].</span>")
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to_chat(user, span_warning("Access denied."))
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user.visible_message(span_notice("[user] swipes \the [I] against \the [src]."))
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else
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return ..()
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@@ -102,13 +102,13 @@
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..()
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if(lockable)
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locked = !locked
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to_chat(user, "<span class='warning'>You [locked ? "enable" : "disable"] the safety lock on \the [src]!</span>")
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to_chat(user, span_warning("You [locked ? "enable" : "disable"] the safety lock on \the [src]!"))
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/obj/item/gun/energy/locked/special_check(mob/user)
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if(locked)
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var/turf/T = get_turf(src)
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if(T.z in using_map.station_levels)
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to_chat(user, "<span class='warning'>The safety device prevents the gun from firing this close to the facility.</span>")
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to_chat(user, span_warning("The safety device prevents the gun from firing this close to the facility."))
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return 0
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return ..()
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@@ -133,11 +133,11 @@
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var/phase_power = 15
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projectile_type = /obj/item/projectile/beam/phaser
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//CHOMP Edit: Changed beam type to new phaser beam type.
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//CHOMP Edit: Changed beam type to new phaser beam type.
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firemodes = list(
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list(mode_name="lethal", fire_delay=10, projectile_type=/obj/item/projectile/beam/phaser, charge_cost = 80), //Chompedit Reduced cost
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list(mode_name="low-power", fire_delay=5, projectile_type=/obj/item/projectile/beam/phaser/light, charge_cost = 40), //Chompedit Reduced cost
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) //CHOMPedit Adjusts cost and fire delay to match adjusted beams.
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) //CHOMPedit Adjusts cost and fire delay to match adjusted beams.
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recoil_mode = 0 //CHOMP Addition: Removes recoil for micros.
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/obj/item/gun/energy/locked/frontier/unload_ammo(var/mob/user)
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@@ -145,8 +145,8 @@
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return
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recharging = 1
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update_icon()
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user.visible_message("<span class='notice'>[user] opens \the [src] and starts pumping the handle.</span>", \
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"<span class='notice'>You open \the [src] and start pumping the handle.</span>")
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user.visible_message(span_notice("[user] opens \the [src] and starts pumping the handle."), \
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span_notice("You open \the [src] and start pumping the handle."))
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while(recharging)
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if(!do_after(user, 10, src))
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break
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@@ -295,7 +295,7 @@
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icon = 'icons/obj/gun_vr.dmi'
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icon_state = "handbowkill"
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item_state = null
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phase_power = 20
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phase_power = 20
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w_class = ITEMSIZE_SMALL
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charge_cost = 200 //Chompedit Reduced cost
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@@ -1020,7 +1020,7 @@
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/*
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/obj/item/gun/projectile/automatic/serdy/kord/afteratt(atom/A, mob/living/user, adjacent, params)
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if(user.size_multiplier <= 0.5) //They're 50% or lower. If they fire this gun, they're gonna get obliterated.
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to_chat(user,"<span class='warning'>You struggle to reach the trigger. Maybe shooting such a big gun isn't such a good idea...</span>")
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to_chat(user,span_warning("You struggle to reach the trigger. Maybe shooting such a big gun isn't such a good idea..."))
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if(do_after(user, 5 SECONDS)) //Give them a chance to take it back.
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. = ..() //RIP
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@@ -1041,8 +1041,8 @@
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if(is_human && H.eyecheck() < 1)
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user.flash_eyes() //Flashbang effect
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user.visible_message(/*What other people experience*/"<span class='notice'>[user] manages to pull the trigger on the [src], causing a large bang and a big flash before [src] recoils backwards, crashing violently into [user] and causing them to go flying!</span>", \
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/*What you experience*/ "<span class='warning'>As you pull the trigger, you suddenly see a flash of bright white light and a loud bang which immediately triggers ringing in your ears. Before you can even react, you feel the giant gun crashing into you and propelling you backwards, and then everything goes black!</span>")
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user.visible_message(/*What other people experience*/span_notice("[user] manages to pull the trigger on the [src], causing a large bang and a big flash before [src] recoils backwards, crashing violently into [user] and causing them to go flying!"), \
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/*What you experience*/ span_warning("As you pull the trigger, you suddenly see a flash of bright white light and a loud bang which immediately triggers ringing in your ears. Before you can even react, you feel the giant gun crashing into you and propelling you backwards, and then everything goes black!"))
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if(user.organs && user.organs.len) //You are going to break a lot of bones.
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user.apply_damage(15, BRUTE, BP_L_ARM)
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user.apply_damage(15, BRUTE, BP_R_ARM)
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@@ -1071,7 +1071,7 @@
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var/damage_factor = (1 - unhappy_factor) //Unhappy factor is 0 at max unhappiness. Damage_factor is 1 at max unhappiness.
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var/prob_to_drop = (33 + damage_factor*66) //100% if just above 50%, 33% if just below 125%
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var/damage_taken = 5 + 10 * damage_factor //15 damage if just above 50%, 5 if just below 125%
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var/message_on_fire = "<span class='notice'>As you pull the trigger, you feel the gun painfully slam into your shoulder, leaving a painful bruise!</span>"
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var/message_on_fire = span_notice("As you pull the trigger, you feel the gun painfully slam into your shoulder, leaving a painful bruise!")
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var/in_left_hand = TRUE
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if(user.r_hand == src)
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in_left_hand = FALSE
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@@ -1079,7 +1079,7 @@
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user.apply_damage(damage_taken,BRUTE,damaged_body_part) //Bruise
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user.apply_damage(damage_taken * 3,HALLOSS) //Ouchie juice
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if(prob(prob_to_drop))
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message_on_fire += "<span class='notice'> The force causes you to stumble backwards, dropping the gun and falling to the ground.</span>"
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message_on_fire += span_notice(" The force causes you to stumble backwards, dropping the gun and falling to the ground.")
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user.drop_item()
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user.apply_effect(25,WEAKEN)
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*/
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@@ -1637,11 +1637,11 @@
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if(istype(A, /obj/item/surgical/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/pickaxe/plasmacutter))
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if(sawn_off) //Don't do anything if we were already sawed off.
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return
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to_chat(user, "<span class='notice'>You begin to shorten the barrel of \the [src].</span>")
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to_chat(user, span_notice("You begin to shorten the barrel of \the [src]."))
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if(loaded.len)
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var/burstsetting = burst
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burst = 2
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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user.visible_message(span_danger("The shotgun goes off!"), span_danger("The shotgun goes off in your face!"))
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Fire_userless(user)
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burst = burstsetting
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return
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@@ -1650,7 +1650,7 @@
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item_state = "sawnshotgun"
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desc = "Omar's coming!"
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to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
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to_chat(user, span_warning("You shorten the barrel of \the [src]!"))
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else
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..()
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@@ -36,24 +36,24 @@
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switch(one_handed_penalty)
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if(1 to 15)
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if(prob(50)) //don't need to tell them every single time
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to_chat(user, "<span class='warning'>Your aim wavers slightly.</span>")
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to_chat(user, span_warning("Your aim wavers slightly."))
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if(16 to 30)
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to_chat(user, "<span class='warning'>Your aim wavers as you fire \the [src] with just one hand.</span>")
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to_chat(user, span_warning("Your aim wavers as you fire \the [src] with just one hand."))
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if(31 to 45)
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to_chat(user, "<span class='warning'>You have trouble keeping \the [src] on target with just one hand.</span>")
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to_chat(user, span_warning("You have trouble keeping \the [src] on target with just one hand."))
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if(46 to INFINITY)
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to_chat(user, "<span class='warning'>You struggle to keep \the [src] on target with just one hand!</span>")
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to_chat(user, span_warning("You struggle to keep \the [src] on target with just one hand!"))
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else if(!user.can_wield_item(src))
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switch(one_handed_penalty)
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if(1 to 15)
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if(prob(50)) //don't need to tell them every single time
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to_chat(user, "<span class='warning'>Your aim wavers slightly.</span>")
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to_chat(user, span_warning("Your aim wavers slightly."))
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if(16 to 30)
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to_chat(user, "<span class='warning'>Your aim wavers as you try to hold \the [src] steady.</span>")
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to_chat(user, span_warning("Your aim wavers as you try to hold \the [src] steady."))
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if(31 to 45)
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to_chat(user, "<span class='warning'>You have trouble holding \the [src] steady.</span>")
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to_chat(user, span_warning("You have trouble holding \the [src] steady."))
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if(46 to INFINITY)
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to_chat(user, "<span class='warning'>You struggle to hold \the [src] steady!</span>")
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to_chat(user, span_warning("You struggle to hold \the [src] steady!"))
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if(recoil)
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spawn()
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@@ -80,7 +80,7 @@
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var/result = bolt_toggle(TRUE)
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update_icon()
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if(!result)
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to_chat(user,"<span class='notice'>Nothing happens.</span>")
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to_chat(user,span_notice("Nothing happens."))
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else
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var/closed = CHECK_BITFIELD(result,BOLT_CLOSED)
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var/opened = CHECK_BITFIELD(result,BOLT_OPENED)
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@@ -93,38 +93,38 @@
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var/casing_chambered = CHECK_BITFIELD(result,BOLT_CASING_CHAMBERED) ? ", chambering a new round" : ""
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if(closed && opened)
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playsound(src, sound_ejectchamber, 50, 0)
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user.visible_message("<span class='notice'>[user] pulls back \the [bolt_name] before releasing it[close_open_ejected] causing it to slide forward again[casing_chambered].</span>", \
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"<span class='notice'>You pull back \the [bolt_name] before releasing it[close_open_ejected] causing it to slide forward again[casing_chambered].</span>")
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user.visible_message(span_notice("[user] pulls back \the [bolt_name] before releasing it[close_open_ejected] causing it to slide forward again[casing_chambered]."), \
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span_notice("You pull back \the [bolt_name] before releasing it[close_open_ejected] causing it to slide forward again[casing_chambered]."))
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user.hud_used.update_ammo_hud(user, src)
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else if(opened)
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playsound(src, sound_eject, 50, 0)
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if(locked)
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if(CHECK_BITFIELD(auto_loading_type,LOCK_MANUAL_LOCK))
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playsound(src, sound_ejectchamber, 50, 0)
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user.visible_message("<span class='notice'>[user] pulls back \the [bolt_name] and locks it in the open position[casing_chambered][other_ejected].</span>", \
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"<span class='notice'>You pull back \the [bolt_name] and lock it in the open position[other_ejected][casing_chambered].</span>")
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user.visible_message(span_notice("[user] pulls back \the [bolt_name] and locks it in the open position[casing_chambered][other_ejected]."), \
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span_notice("You pull back \the [bolt_name] and lock it in the open position[other_ejected][casing_chambered]."))
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else
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user.visible_message("<span class='notice'>[user] pulls back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected].</span>", \
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"<span class='notice'>You pull back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected].</span>")
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user.visible_message(span_notice("[user] pulls back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected]."), \
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span_notice("You pull back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected]."))
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else
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user.visible_message("<span class='notice'>[user] opens \the [bolt_name][casing_chambered][other_ejected].</span>", \
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"<span class='notice'>You pull back \the [bolt_name][casing_chambered][other_ejected].</span>")
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user.visible_message(span_notice("[user] opens \the [bolt_name][casing_chambered][other_ejected]."), \
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span_notice("You pull back \the [bolt_name][casing_chambered][other_ejected]."))
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else if(closed)
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playsound(src, sound_chamber, 50, 0)
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if(unlocked)
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if(bolt_release)
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if(user.a_intent == I_HURT && CHECK_BITFIELD(auto_loading_type,LOCK_SLAPPABLE))
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user.visible_message("<span class='notice'>[user] slaps the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]!</span>", \
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"<span class='notice'>You slap the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]!</span>")
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user.visible_message(span_notice("[user] slaps the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]!"), \
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span_notice("You slap the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]!"))
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else
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user.visible_message("<span class='notice'>[user] presses the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered].</span>", \
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"<span class='notice'>You press the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered].</span>")
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user.visible_message(span_notice("[user] presses the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]."), \
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span_notice("You press the [bolt_release], causing \the [bolt_name] to slide forward[casing_chambered]."))
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else
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user.visible_message("<span class='notice'>[user] pulls \the [bolt_name] back the rest of the way, causing it to slide forward[casing_chambered].</span>", \
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"<span class='notice'>You pull \the [bolt_name] back the rest of the way, causing it to slide forward[casing_chambered].</span>")
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user.visible_message(span_notice("[user] pulls \the [bolt_name] back the rest of the way, causing it to slide forward[casing_chambered]."), \
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span_notice("You pull \the [bolt_name] back the rest of the way, causing it to slide forward[casing_chambered]."))
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else
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user.visible_message("<span class='notice'>[user] closes \the [bolt_name][casing_chambered].</span>", \
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"<span class='notice'>You close \the [bolt_name][casing_chambered].</span>")
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user.visible_message(span_notice("[user] closes \the [bolt_name][casing_chambered]."), \
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span_notice("You close \the [bolt_name][casing_chambered]."))
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user.hud_used.update_ammo_hud(user, src)
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/obj/item/gun/projectile/proc/bolt_toggle(var/manual)
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@@ -146,7 +146,7 @@
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return output
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else
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if(!manual)
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visible_message(src,"<span class='notice'>The [src] fires its last round, causing the [bolt_name] to lock.</span>")
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visible_message(src,span_notice("The [src] fires its last round, causing the [bolt_name] to lock."))
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bolt_open = TRUE
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bolt_locked = TRUE
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var/ejected = process_chambered()
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@@ -271,22 +271,22 @@
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if(istype(A, /obj/item/ammo_magazine))
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var/obj/item/ammo_magazine/AM = A
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if(!(load_method & AM.mag_type) || caliber != AM.caliber || allowed_magazines && !is_type_in_list(A, allowed_magazines))
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to_chat(user, "<span class='warning'>[AM] won't load into [src]!</span>")
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to_chat(user, span_warning("[AM] won't load into [src]!"))
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return
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var/loading_method = AM.mag_type & load_method
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if(loading_method == (MAGAZINE & SPEEDLOADER)) loading_method = MAGAZINE //Default to magazine if both are valid
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switch(loading_method)
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if(MAGAZINE)
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if(ammo_magazine)
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to_chat(user, "<span class='warning'>[src] already has a magazine loaded.</span>") //already a magazine here
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to_chat(user, span_warning("[src] already has a magazine loaded.")) //already a magazine here
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return
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if(manual_chamber && CHECK_BITFIELD(auto_loading_type,OPEN_BOLT) && bolt_open)
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to_chat(user, "<span class='warning'>This is an open bolt gun. Make sure you close the bolt before inserting a new magazine.</span>")
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to_chat(user, span_warning("This is an open bolt gun. Make sure you close the bolt before inserting a new magazine."))
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return
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user.remove_from_mob(AM)
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AM.loc = src
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ammo_magazine = AM
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user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
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user.visible_message("[user] inserts [AM] into [src].", span_notice("You insert [AM] into [src]."))
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if(manual_chamber && CHECK_BITFIELD(auto_loading_type,CHAMBER_ON_RELOAD) && bolt_open && !chambered)
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chamber_bullet()
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bolt_toggle()
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@@ -294,10 +294,10 @@
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user.hud_used.update_ammo_hud(user, src)
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if(SPEEDLOADER)
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if(only_open_load && !bolt_open)
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to_chat(user, "<span_class='warning'>[src] must have its bolt open to be loaded!</span>")
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to_chat(user, span_warning("[src] must have its bolt open to be loaded!"))
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return
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if(loaded.len >= max_shells)
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to_chat(user, "<span class='warning'>[src] is full!</span>")
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to_chat(user, span_warning("[src] is full!"))
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return
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var/count = 0
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for(var/obj/item/ammo_casing/C in AM.stored_ammo)
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@@ -309,7 +309,7 @@
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AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
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count++
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if(count)
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
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user.visible_message("[user] reloads [src].", span_notice("You load [count] round\s into [src]."))
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playsound(src, 'sound/weapons/empty.ogg', 50, 1)
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user.hud_used.update_ammo_hud(user, src)
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AM.update_icon()
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@@ -323,27 +323,27 @@
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if(!chambered)
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if(bolt_open)
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if(do_after(user,5))
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user.visible_message("<span class='notice'>[user] slides \the [C] into the [src]'s chamber.</span>","<span class='notice'>You slide \the [C] into the [src]'s chamber.</span>")
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user.visible_message(span_notice("[user] slides \the [C] into the [src]'s chamber."),span_notice("You slide \the [C] into the [src]'s chamber."))
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chambered = C
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user.hud_used.update_ammo_hud(user, src)
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else
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return
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else if(!(CHECK_BITFIELD(auto_loading_type,LOCK_OPEN_EMPTY) || (CHECK_BITFIELD(auto_loading_type,LOCK_MANUAL_LOCK))))
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if(do_after(user,15))
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user.visible_message("<span class='notice'>[user] holds open \the [src]'s [bolt_name] and slides [C] into the chamber before letting the bolt close again.</span>","<span class='notice'>You slide \the [C] into the [src]'s chamber.</span>")
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user.visible_message(span_notice("[user] holds open \the [src]'s [bolt_name] and slides [C] into the chamber before letting the bolt close again."),span_notice("You slide \the [C] into the [src]'s chamber."))
|
||||
|
||||
chambered = C
|
||||
user.hud_used.update_ammo_hud(user, src)
|
||||
else
|
||||
return
|
||||
else
|
||||
to_chat(user,"<span class='warning'>Open the bolt first before chambering a round!</span>")
|
||||
to_chat(user,span_warning("Open the bolt first before chambering a round!"))
|
||||
return
|
||||
else
|
||||
to_chat(user,"<span class='warning'>Eject the current chambered round before trying to chamber a new one!</span>")
|
||||
to_chat(user,span_warning("Eject the current chambered round before trying to chamber a new one!"))
|
||||
return
|
||||
else
|
||||
to_chat(user,"<span class='warning'>You can't manually chamber rounds with an open bolt gun!</span>")
|
||||
to_chat(user,span_warning("You can't manually chamber rounds with an open bolt gun!"))
|
||||
return
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
@@ -352,16 +352,16 @@
|
||||
else
|
||||
return
|
||||
if(only_open_load && !bolt_open)
|
||||
to_chat(user, "<span_class='warning'>[src] must have its bolt open to be loaded!</span>")
|
||||
to_chat(user, span_warning("[src] must have its bolt open to be loaded!"))
|
||||
return
|
||||
if(loaded.len >= max_shells)
|
||||
to_chat(user, "<span class='warning'>[src] is full.</span>")
|
||||
to_chat(user, span_warning("[src] is full."))
|
||||
return
|
||||
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
loaded.Insert(1, C) //add to the head of the list
|
||||
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
|
||||
user.visible_message("[user] inserts \a [C] into [src].", span_notice("You insert \a [C] into [src]."))
|
||||
playsound(src, 'sound/weapons/empty.ogg', 50, 1)
|
||||
user.hud_used.update_ammo_hud(user, src)
|
||||
|
||||
@@ -370,7 +370,7 @@
|
||||
if(!(load_method & SINGLE_CASING))
|
||||
return //incompatible
|
||||
|
||||
to_chat(user, "<span class='notice'>You start loading \the [src].</span>")
|
||||
to_chat(user, span_notice("You start loading \the [src]."))
|
||||
sleep(1 SECOND)
|
||||
for(var/obj/item/ammo_casing/ammo in storage.contents)
|
||||
if(caliber != ammo.caliber)
|
||||
@@ -380,7 +380,7 @@
|
||||
user.hud_used.update_ammo_hud(user, src)
|
||||
|
||||
if(loaded.len >= max_shells)
|
||||
to_chat(user, "<span class='warning'>[src] is full.</span>")
|
||||
to_chat(user, span_warning("[src] is full."))
|
||||
break
|
||||
sleep(1 SECOND)
|
||||
|
||||
@@ -392,7 +392,7 @@
|
||||
ammo_magazine.loc = get_turf(src.loc)
|
||||
user.visible_message(
|
||||
"[ammo_magazine] falls out and clatters on the floor!",
|
||||
"<span class='notice'>[ammo_magazine] falls out and clatters on the floor!</span>"
|
||||
span_notice("[ammo_magazine] falls out and clatters on the floor!")
|
||||
)
|
||||
if(auto_eject_sound)
|
||||
playsound(src, auto_eject_sound, 40, 1)
|
||||
@@ -411,7 +411,7 @@
|
||||
return
|
||||
|
||||
if(user && user.a_intent == I_HELP && user.read_preference(/datum/preference/toggle/safefiring)) //regardless of what happens, refuse to shoot if help intent is on
|
||||
to_chat(user, "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>")
|
||||
to_chat(user, span_warning("You refrain from firing your [src] as your intent is set to help."))
|
||||
return
|
||||
|
||||
else
|
||||
@@ -422,13 +422,13 @@
|
||||
if(..())
|
||||
if(manual_chamber)
|
||||
if(CHECK_BITFIELD(auto_loading_type,OPEN_BOLT) && !bolt_open)
|
||||
to_chat(user,"<span class='warning'>This is an open bolt gun! You need to open the bolt before firing it!</span>")
|
||||
to_chat(user,span_warning("This is an open bolt gun! You need to open the bolt before firing it!"))
|
||||
return 0
|
||||
else if(CHECK_BITFIELD(auto_loading_type,CLOSED_BOLT) && bolt_open)
|
||||
to_chat(user,"<span class='warning'>This is a closed bolt gun! You need to close the bolt before firing it!</span>")
|
||||
to_chat(user,span_warning("This is a closed bolt gun! You need to close the bolt before firing it!"))
|
||||
return 0
|
||||
else if((!auto_loading_type) && bolt_open)
|
||||
to_chat(user,"<span class='warning'>This is a manual action gun, the bolt or chamber must be closed before firing it!</span>")
|
||||
to_chat(user,span_warning("This is a manual action gun, the bolt or chamber must be closed before firing it!"))
|
||||
return 0
|
||||
else
|
||||
return 1
|
||||
@@ -437,13 +437,13 @@
|
||||
|
||||
/obj/item/gun/projectile/unload_ammo(mob/user, var/allow_dump=1)
|
||||
if(manual_chamber && only_open_load && !bolt_open)
|
||||
to_chat(user,"<span class='warning'>You must open the bolt to load or unload this gun!</span>")
|
||||
to_chat(user,span_warning("You must open the bolt to load or unload this gun!"))
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/projectile/handle_click_empty(mob/user)
|
||||
if (user)
|
||||
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
|
||||
user.visible_message("*click click*", span_danger("*click*"))
|
||||
else
|
||||
src.visible_message("*click click*")
|
||||
playsound(src, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
@@ -30,6 +30,6 @@
|
||||
var/mob/living/M = A
|
||||
if(istype(M) && M.maxHealth<=200)
|
||||
M.dust()
|
||||
visible_message("<span class='warning'>\The [src] impacts energetically with its target and shatters in a violent explosion!</span>")
|
||||
visible_message(span_warning("\The [src] impacts energetically with its target and shatters in a violent explosion!"))
|
||||
explosion(src.loc, 3, 4, 5, 10)
|
||||
..(A)
|
||||
|
||||
Reference in New Issue
Block a user