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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:
@@ -28,24 +28,24 @@
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. = ..()
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if(health == maxhealth)
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. += "<span class='notice'>It looks fully intact.</span>"
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. += span_notice("It looks fully intact.")
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else
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var/perc = health / maxhealth
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if(perc > 0.75)
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. += "<span class='notice'>It has a few cracks.</span>"
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. += span_notice("It has a few cracks.")
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else if(perc > 0.5)
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. += "<span class='warning'>It looks slightly damaged.</span>"
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. += span_warning("It looks slightly damaged.")
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else if(perc > 0.25)
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. += "<span class='warning'>It looks moderately damaged.</span>"
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. += span_warning("It looks moderately damaged.")
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else
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. += "<span class='danger'>It looks heavily damaged.</span>"
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. += span_danger("It looks heavily damaged.")
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if(silicate)
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if (silicate < 30)
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. += "<span class='notice'>It has a thin layer of silicate.</span>"
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. += span_notice("It has a thin layer of silicate.")
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else if (silicate < 70)
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. += "<span class='notice'>It is covered in silicate.</span>"
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. += span_notice("It is covered in silicate.")
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else
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. += "<span class='notice'>There is a thick layer of silicate covering it.</span>"
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. += span_notice("There is a thick layer of silicate covering it.")
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/obj/structure/window/examine_icon()
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return icon(icon=initial(icon),icon_state=initial(icon_state))
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@@ -164,7 +164,7 @@
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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visible_message(span_danger("[src] was hit by [AM]."))
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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@@ -180,14 +180,14 @@
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take_damage(tforce)
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/obj/structure/window/attack_tk(mob/user as mob)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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user.visible_message(span_notice("Something knocks on [src]."))
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playsound(src, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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user.setClickCooldown(user.get_attack_speed())
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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user.visible_message(span_danger("[user] smashes through [src]!"))
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user.do_attack_animation(src)
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shatter()
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@@ -201,8 +201,8 @@
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>\The [user] bangs against \the [src]!</span>",
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"<span class='danger'>You bang against \the [src]!</span>",
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user.visible_message(span_danger("\The [user] bangs against \the [src]!"),
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span_danger("You bang against \the [src]!"),
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"You hear a banging sound.")
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else
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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@@ -216,7 +216,7 @@
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if(!damage)
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return
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if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
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visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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visible_message(span_danger("[user] smashes into [src]!"))
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if(reinf)
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damage = damage / 2
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take_damage(damage)
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@@ -233,15 +233,15 @@
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var/obj/item/weldingtool/WT = W.get_welder()
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if(health < maxhealth)
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if(WT.remove_fuel(1 ,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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to_chat(user, span_notice("You begin repairing [src]..."))
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playsound(src, WT.usesound, 50, 1)
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if(do_after(user, 40 * WT.toolspeed, target = src))
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health = maxhealth
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// playsound(src, 'sound/items/Welder.ogg', 50, 1)
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update_icon()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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// Slamming.
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@@ -253,17 +253,17 @@
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qdel(W) //gotta delete it here because if window breaks, it won't get deleted
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switch (state)
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if(1)
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M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
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M.visible_message(span_warning("[user] slams [M] against \the [src]!"))
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M.apply_damage(7)
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hit(10)
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if(2)
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M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
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M.visible_message(span_danger("[user] bashes [M] against \the [src]!"))
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if (prob(50))
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M.Weaken(1)
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M.apply_damage(10)
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hit(25)
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if(3)
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M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
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M.visible_message(span_danger("<big>[user] crushes [M] against \the [src]!</big>"))
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M.Weaken(5)
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M.apply_damage(20)
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hit(50)
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@@ -276,31 +276,31 @@
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state = 3 - state
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update_nearby_icons()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, "<span class='notice'>You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.</span>")
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to_chat(user, span_notice("You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame."))
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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update_verbs()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.</span>")
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to_chat(user, span_notice("You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor."))
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else if(!reinf)
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anchored = !anchored
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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update_verbs()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.</span>")
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to_chat(user, span_notice("You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor."))
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else if(W.has_tool_quality(TOOL_CROWBAR) && reinf && state <= 1)
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state = 1 - state
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playsound(src, W.usesound, 75, 1)
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to_chat(user, "<span class='notice'>You have pried the window [state ? "into" : "out of"] the frame.</span>")
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to_chat(user, span_notice("You have pried the window [state ? "into" : "out of"] the frame."))
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else if(W.has_tool_quality(TOOL_WRENCH) && !anchored && (!state || !reinf))
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if(!glasstype)
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to_chat(user, "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>")
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to_chat(user, span_notice("You're not sure how to dismantle \the [src] properly."))
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else
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playsound(src, W.usesound, 75, 1)
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visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
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visible_message(span_notice("[user] dismantles \the [src]."))
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var/obj/item/stack/material/mats = new glasstype(loc)
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if(is_fulltile())
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mats.set_amount(4)
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@@ -311,7 +311,7 @@
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playsound(src, 'sound/effects/sparks1.ogg', 75, 1)
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user.visible_message( \
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"<b>\The [user]</b> begins to wire \the [src] for electrochromic tinting.", \
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"<span class='notice'>You begin to wire \the [src] for electrochromic tinting.</span>", \
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span_notice("You begin to wire \the [src] for electrochromic tinting."), \
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"You hear sparks.")
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if(do_after(user, 20 * C.toolspeed, src) && state == 0)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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@@ -615,7 +615,7 @@
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if(istype(MT.connectable, /obj/machinery/button/windowtint))
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var/obj/machinery/button/windowtint/buffered_button = MT.connectable
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src.id = buffered_button.id
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to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button] with ID '[id]'.</span>")
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to_chat(user, span_notice("\The [src] is linked to \the [buffered_button] with ID '[id]'."))
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return TRUE
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// Otherwise fall back to asking them... and remind them what the current ID is.
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if(id)
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@@ -623,7 +623,7 @@
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var/t = sanitizeSafe(input(user, "Enter the new ID for the window.", src.name, null), MAX_NAME_LEN)
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if(t && in_range(src, user))
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src.id = t
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to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'.</span>")
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to_chat(user, span_notice("The new ID of \the [src] is '[id]'."))
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return TRUE
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. = ..()
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@@ -683,10 +683,10 @@
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var/t = sanitizeSafe(tgui_input_text(user, "Enter an ID for \the [src].", src.name, null, MAX_NAME_LEN), MAX_NAME_LEN)
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if (t && in_range(src, user))
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src.id = t
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to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'. To reset this, rebuild the control.</span>")
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to_chat(user, span_notice("The new ID of \the [src] is '[id]'. To reset this, rebuild the control."))
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if(id)
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// It already has an ID (or they just set one), buffer it for copying to windows.
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to_chat(user, "<span class='notice'>You store \the [src] ID ('[id]') in \the [MT]'s buffer!</span>")
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to_chat(user, span_notice("You store \the [src] ID ('[id]') in \the [MT]'s buffer!"))
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MT.connectable = src
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MT.update_icon()
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return TRUE
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