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https://github.com/CHOMPStation2/CHOMPStation2.git
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[MIRROR] refactors most spans (#9139)
Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com> Co-authored-by: Kashargul <KashL@t-online.de>
This commit is contained in:
@@ -50,13 +50,13 @@
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user.drop_item()
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W.loc = src
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diode = W
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to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
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to_chat(user, span_notice("You install a [diode.name] in [src]."))
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else
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to_chat(user, "<span class='notice'>[src] already has a diode.</span>")
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to_chat(user, span_notice("[src] already has a diode."))
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else if(W.has_tool_quality(TOOL_SCREWDRIVER))
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if(diode)
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to_chat(user, "<span class='notice'>You remove the [diode.name] from the [src].</span>")
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to_chat(user, span_notice("You remove the [diode.name] from the [src]."))
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diode.loc = get_turf(src.loc)
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diode = null
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return
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@@ -76,17 +76,17 @@
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if(!(world.time - last_used_time >= cooldown))
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return
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if (!diode)
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to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
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to_chat(user, span_notice("You point [src] at [target], but nothing happens!"))
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return
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
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to_chat(user, span_notice("You point [src] at [target], but it's still charging."))
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return
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var/outmsg
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@@ -110,38 +110,38 @@
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var/mob/living/carbon/human/H = C
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if(!E)
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outmsg = "<span class='notice'>You shine [src] at [C], but they don't seem to have eyes.</span>"
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outmsg = span_notice("You shine [src] at [C], but they don't seem to have eyes.")
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return
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outmsg = "<span class='notice'>You shine [src] into [C]'s eyes.</span>"
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outmsg = span_notice("You shine [src] into [C]'s eyes.")
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switch(severity)
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if(0)
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//rank 1 diode with basic eye protection (like sunglasses), or rank 2 with industrial protection (like welding goggles)
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to_chat(C, "<span class='info'>A small, bright dot appears in your vision.</span>")
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to_chat(C, span_info("A small, bright dot appears in your vision."))
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if(1)
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//rank 1 with no protection, rank 2 with basic protection, or rank 3 with industrial protection
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to_chat(C, "<span class='notice'>Something bright flashes in the corner of your vision.</span>")
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to_chat(C, span_notice("Something bright flashes in the corner of your vision."))
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if(2)
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//rank 1 or 2 with no protection, rank 2 or 3 with basic protection, or rank 3 with industrial protection
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//alternatively, rank 1 with minor vulnerability (like night vision goggles)
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flick("flash", C.flash_eyes())
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to_chat(C, "<span class='danger'>A bright light shines across your eyes!</span>")
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to_chat(C, span_danger("A bright light shines across your eyes!"))
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if(3)
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//rank 1 with minor vulnerability, rank 2 or 3 with no protection, or rank 3 with basic protection
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if(prob(3 * diode.rating))
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C.Weaken(1)
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flick("flash", C.flash_eyes())
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E.damage += 1
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to_chat(C, "<span class='danger'>A bright light briefly blinds you!</span>")
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to_chat(C, span_danger("A bright light briefly blinds you!"))
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if(4)
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//rank 3 with no protection, or rank 2 with minor vulnerability
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if(prob(5 * diode.rating))
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C.Weaken(1)
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flick("e_flash", C.flash_eyes())
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E.damage += 2
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to_chat(C, "<span class='danger'>A blinding light burns your eyes!</span>")
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to_chat(C, span_danger("A blinding light burns your eyes!"))
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else
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outmsg = "<span class='notice'>You shine the [src] at [C], but miss their eyes.</span>"
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outmsg = span_notice("You shine the [src] at [C], but miss their eyes.")
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//robots and AI
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else if(issilicon(target))
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@@ -151,34 +151,34 @@
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flick("flash", S.flash_eyes(affect_silicon = TRUE))
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if (prob(3 * diode.rating))
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S.Weaken(1)
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to_chat(S, "<span class='warning'>Your sensors were blinded by a laser!</span>")
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outmsg = "<span class='notice'>You blind [S] by shining [src] at their sensors.</span>"
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to_chat(S, span_warning("Your sensors were blinded by a laser!"))
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outmsg = span_notice("You blind [S] by shining [src] at their sensors.")
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add_attack_logs(user,S,"Tried disabling using [src]")
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else
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outmsg = "<span class='notice'>You shine the [src] at [S], but miss their sensors.</span>"
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outmsg = span_notice("You shine the [src] at [S], but miss their sensors.")
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(4 - diode.rating)
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outmsg = "<span class='notice'>You shine the [src] into the lens of [C].</span>"
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outmsg = span_notice("You shine the [src] into the lens of [C].")
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add_attack_logs(user,C.name,"Tried disabling using [src]")
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else
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outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
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outmsg = span_info("You missed the lens of [C] with [src].")
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//cats!
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for(var/mob/living/simple_mob/animal/passive/cat/C in viewers(1,targloc))
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if (!(C.stat || C.buckled))
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if(prob(50) && !(C.client))
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C.visible_message("<span class='warning'>[C] pounces on the light!</span>", "<span class='warning'>You pounce on the light!</span>")
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C.visible_message(span_warning("[C] pounces on the light!"), span_warning("You pounce on the light!"))
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step_towards(C, targloc)
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C.lay_down()
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spawn(10)
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C.lay_down()
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else
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C.set_dir(get_dir(C,targloc))
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C.visible_message("<span class='notice'>[C] watches the light.</span>", "<span class='notice'>Your attention is drawn to the mysterious glowing dot.</span>")
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C.visible_message(span_notice("[C] watches the light."), span_notice("Your attention is drawn to the mysterious glowing dot."))
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//laser pointer image
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@@ -193,9 +193,9 @@
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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user.visible_message("<span class='info'>[user] points [src] at [target].</span>", outmsg)
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user.visible_message(span_info("[user] points [src] at [target]."), outmsg)
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else
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user.visible_message("<span class='info'>[user] points [src] at [target].</span>", "<span class='info'>You point [src] at [target].</span>")
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user.visible_message(span_info("[user] points [src] at [target]."), span_info("You point [src] at [target]."))
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last_used_time = world.time
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energy -= 1
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@@ -204,7 +204,7 @@
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recharging = 1
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START_PROCESSING(SSobj, src)
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if(energy <= 0)
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to_chat(user, "<span class='warning'>You've overused the battery of [src], now it needs time to recharge!</span>")
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to_chat(user, span_warning("You've overused the battery of [src], now it needs time to recharge!"))
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recharge_locked = 1
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flick_overlay(I, showto, cooldown)
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@@ -218,4 +218,4 @@
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energy = max_energy
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recharging = 0
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recharge_locked = 0
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..()
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..()
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