fixes some bad html (#27481)

This commit is contained in:
chuga-git
2024-11-29 10:46:51 +00:00
committed by GitHub
parent 8cc162589b
commit 32b97afbec
36 changed files with 52 additions and 52 deletions
+1 -1
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@@ -951,7 +951,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
message_admins("Admin [key_name_admin(usr)] has forced the players to have random appearances.", 1)
if(notifyplayers == "Yes")
to_chat(world, "<span class='notice'><b>Admin [usr.key] has forced the players to have completely random identities!</span>")
to_chat(world, "<span class='notice'><b>Admin [usr.key] has forced the players to have completely random identities!</b></span>")
to_chat(usr, "<i>Remember: you can always disable the randomness by using the verb again, assuming the round hasn't started yet</i>.")
@@ -90,7 +90,7 @@ RESTRICT_TYPE(/datum/antagonist/changeling)
. += "<span class='danger'>Remember: you get all of their absorbed DNA if you absorb a fellow changeling.</span>"
/datum/antagonist/changeling/farewell()
to_chat(owner.current, "<span class='biggerdanger'><B>You grow weak and lose your powers! You are no longer a changeling and are stuck in your current form!</span>")
to_chat(owner.current, "<span class='biggerdanger'><b>You grow weak and lose your powers! You are no longer a changeling and are stuck in your current form!</b></span>")
/datum/antagonist/changeling/apply_innate_effects(mob/living/mob_override)
var/mob/living/L = ..()
@@ -436,7 +436,7 @@
if(remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(loc, 'sound/effects/bone_break_2.ogg', 100, TRUE)
H.unEquip(src, 1)
qdel(src)
@@ -407,7 +407,7 @@
owner.AdjustWeakened(-2 SECONDS)
owner.AdjustKnockDown(-2 SECONDS)
if(drain_amount == 10)
to_chat(H, "<span class='warning'>You feel your life force draining!</b></span>")
to_chat(H, "<span class='warning'><b>You feel your life force draining!</b></span>")
if(beam_number >= max_beams)
break
@@ -112,7 +112,7 @@
to_chat(user, "<span class='warning zombie'>[target]'s brains are blocked.</span>")
return // Armor blocks zombies trying to eat your brains!
to_chat(target, "<span class='userdanger'[user]'s claws dig into your [brain_holder.encased]!</span>")
to_chat(target, "<span class='userdanger'>[user]'s claws dig into your [brain_holder.encased]!</span>")
user.visible_message("<span class='danger'>[user] digs their claws into [target]'s [brain_holder.name]!</span>", "<span class='danger zombie'>We dig into [target]'s [brain_holder.encased ? brain_holder.encased : brain_holder]...</span>")
playsound(user, 'sound/weapons/armblade.ogg', 50, TRUE)
if(!do_mob(user, target, 3 SECONDS))
@@ -1132,7 +1132,7 @@
. = ..()
switch(buildstage)
if(AIR_ALARM_FRAME)
. += "<span class='notice'>Its <i>circuit</i> is missing and the <b>bolts<b> are exposed.</span>"
. += "<span class='notice'>Its <i>circuit</i> is missing and the <b>bolts</b> are exposed.</span>"
if(AIR_ALARM_UNWIRED)
. += "<span class='notice'>The frame is missing <i>wires</i> and the control circuit can be <b>pried out</b>.</span>"
if(AIR_ALARM_READY)
@@ -63,7 +63,7 @@
to_chat(user, "<span class='warning'>You need an empty hand to draw [holstered]!</span>")
else
if(user.a_intent == INTENT_HARM)
usr.visible_message("<span class='warning'>[user] draws [holstered], ready to shoot!</span></span>", \
usr.visible_message("<span class='warning'>[user] draws [holstered], ready to shoot!</span>", \
"<span class='warning'>You draw [holstered], ready to shoot!</span>")
else
user.visible_message("<span class='notice'>[user] draws [holstered], pointing it at the ground.</span>", \
@@ -45,7 +45,7 @@
/obj/machinery/gibber/suicide_act(mob/living/user)
if(occupant || locked)
return FALSE
user.visible_message("<span class='danger'>[user] climbs into [src] and turns it on!</b></span>")
user.visible_message("<span class='danger'><b>[user] climbs into [src] and turns it on!</b></span>")
user.Stun(20 SECONDS)
user.forceMove(src)
occupant = user
+1 -1
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@@ -168,7 +168,7 @@
throw_range = 3
/obj/item/grown/sunflower/attack(mob/M, mob/user)
to_chat(M, "<font color='green'><b>[user] smacks you with a sunflower!</font><font color='yellow'><b> FLOWER POWER<b></font>")
to_chat(M, "<font color='green'><b>[user] smacks you with a sunflower!</b></font><font color='yellow'><b>FLOWER POWER</b></font>")
to_chat(user, "<font color='green'>Your sunflower's </font><font color='yellow'><b>FLOWER POWER</b></font><font color='green'> strikes [M]</font>")
// Moonflower
+1 -1
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@@ -9,7 +9,7 @@
if(!D.stat)//do not kill what is dead...
A.do_attack_animation(D)
D.visible_message("<span class='warning'>[A] manifests a large glowing toolbox and shoves it in [D]'s chest!</span>", \
"<spac class='userdanger'>[A] shoves a mystical toolbox in your chest!</span>")
"<span class='userdanger'>[A] shoves a mystical toolbox in your chest!</span>")
D.death()
return TRUE
+1 -1
View File
@@ -72,7 +72,7 @@
D.apply_damage(10 * damage_multiplier, OXY)
D.LoseBreath(3 SECONDS)
if(D.getOxyLoss() >= 50 || D.health <= 20)
D.visible_message("<span class ='danger>[A] puts [D] to sleep!</span>", \
D.visible_message("<span class='danger'>[A] puts [D] to sleep!</span>", \
"<span class='userdanger'>[A] knocks you out cold!</span>")
D.SetSleeping(40 SECONDS)
drop_chokehold()
+1 -1
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@@ -56,7 +56,7 @@
to_chat(owner, "<span class='warning'>You can't use Krav Maga while you're incapacitated.</span>")
return
if(!owner.get_num_legs())
to_chat(owner, "<span class='warning'>You can't leg sweep someone if you have no legs.</spawn>")
to_chat(owner, "<span class='warning'>You can't leg sweep someone if you have no legs.</span>")
return
to_chat(owner, "<b><i>Your next attack will be a Leg Sweep.</i></b>")
owner.visible_message("<span class='danger'>[owner] assumes the Leg Sweep stance!</span>")
@@ -422,7 +422,7 @@
Z.can_destroy = TRUE
qdel(Z)
else
to_chat(user, "<span class'warning'>[src] is still recharging.</span>")
to_chat(user, "<span class='warning'>[src] is still recharging.</span>")
/obj/effect/immortality_talisman
icon_state = "blank"
+1 -1
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@@ -184,7 +184,7 @@
heardword = html_encode(copytext(heardword, 2))
if(copytext(heardword,-1) in punctuation)
heardword = html_encode(copytext(heardword, 1, length(heardword)))
heard = "<span class='game say'>...<i>You hear something about<i>... '[heardword]'...</span>"
heard = "<span class='game say'>...<i>You hear something about</i>... '[heardword]'...</span>"
else
heard = "<span class='game say'>...<i>You almost hear something...</i>...</span>"
else
@@ -78,7 +78,7 @@
for(var/mob/M in viewers(user, null))
if(M.client)
M.show_message(text("<span class='warning'><B>[user] attacks [src]'s stomach wall with [I]!</span>"), 2)
M.show_message(text("<span class='warning'><b>[user] attacks [src]'s stomach wall with [I]!</b></span>"), 2)
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(getBruteLoss() - 50))
@@ -209,7 +209,7 @@
recruiting = FALSE
to_chat(user, "<span class='notice'>You have recruited <b>[target]</b> as your henchman!</span>")
to_chat(target, "<span class='deadsay'><b>You have decided to enroll as a henchman for [user]. You are now part of the feared 'Greyshirts'.</b></span>")
to_chat(target, "<span class='deadsay'><b>You must follow the orders of [user], and help [user.p_them()] succeed in [user.p_their()] dastardly schemes.</span>")
to_chat(target, "<span class='deadsay'><b>You must follow the orders of [user], and help [user.p_them()] succeed in [user.p_their()] dastardly schemes.</b></span>")
to_chat(target, "<span class='deadsay'>You may not harm other Greyshirt or [user]. However, you do not need to obey other Greyshirts.</span>")
SSticker.mode.greyshirts += target.mind
target.set_species(/datum/species/human)
@@ -41,7 +41,7 @@
/mob/living/silicon/robot/proc/enter_low_power_mode()
low_power_mode = TRUE
playsound(src, "sound/mecha/lowpower.ogg", 50, FALSE, SOUND_RANGE_SET(10))
to_chat(src, "<span_class='warning'>Alert: Power cell requires immediate charging.</span>")
to_chat(src, "<span class='warning'>Alert: Power cell requires immediate charging.</span>")
handle_no_power()
/mob/living/silicon/robot/proc/handle_equipment()
@@ -407,7 +407,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
text += "<b>Bear in mind, if anyone interacts with your tumor, you'll be resummoned here to carry out another fight. In such a case, you will regain your full max health.</b>"
text += "<b>Also, be wary of your fellow inhabitants, they likely won't be happy to see you! \n</b>"
text += "<span class='big bold'>Note that you are a lavaland monster, and thus not allied to the station.</span>"
text += "<span class='big bold>'You should not cooperate or act friendly with any station crew unless under extreme circumstances!</span>"
text += "<span class='big bold'>You should not cooperate or act friendly with any station crew unless under extreme circumstances!</span>"
text += "<span class='warning'>Do not attack the Mining Station or Labour Camp, unless the Shaft Miner you are actively fighting runs into the Station/Camp.</span>"
text += "<span class='warning'>After they are killed, you must withdraw. If you wish to continue attacking the Station, you MUST ahelp.</span>"
text += "<span class='warning'>If teleported to the Station by jaunter, you are allowed to attack people on Station, until you get killed.</span>"
+1 -1
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@@ -99,7 +99,7 @@
for(var/datum/feed_channel/NP in news_content)
pages++
if(important_message!=null)
dat += "<div style='float:center;'><font size=4><b>Wanted Issue:</b></font size></div><br><br>"
dat += "<div style='float:center;'><font size=4><b>Wanted Issue:</b></font></div><br><br>"
dat += "<b>Criminal name</b>: <font color='maroon'>[important_message.author]</font><br>"
dat += "<b>Description</b>: [important_message.body]<br>"
dat += "<b>Photo:</b>: "
+2 -2
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@@ -36,7 +36,7 @@ GLOBAL_LIST_EMPTY(adminfaxes)
html += "<div class='block'>"
html += "<h2>Admin Faxes</h2>"
html += "<table>"
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='75px'>Sent At</td><td width='150px'>Sent By</td><td width='50px'>View</td><td width='50px'>Reply</td><td width='75px'>Replied To</td></td></tr>"
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='75px'>Sent At</td><td width='150px'>Sent By</td><td width='50px'>View</td><td width='50px'>Reply</td><td width='75px'>Replied To</td></tr>"
for(var/datum/fax/admin/A in GLOB.adminfaxes)
html += "<tr>"
html += "<td>[A.name]</td>"
@@ -65,7 +65,7 @@ GLOBAL_LIST_EMPTY(adminfaxes)
html += "<div class='block'>"
html += "<h2>Departmental Faxes</h2>"
html += "<table>"
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='75px'>Sent At</td><td width='150px'>Sent By</td><td width='175px'>View</td></td></tr>"
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='75px'>Sent At</td><td width='150px'>Sent By</td><td width='175px'>View</td></tr>"
for(var/datum/fax/F in GLOB.faxes)
html += "<tr>"
html += "<td>[F.name]</td>"
+2 -2
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@@ -205,9 +205,9 @@
if(tracker)
. += "<span class='notice'>The solar assembly has a tracking circuit installed. It can be <b>pried out</b>.</span>"
else
. += "<span class='notice'>The solar assembly has a slot for a <i>tracking circuit<i> board.</span>"
. += "<span class='notice'>The solar assembly has a slot for a <i>tracking circuit</i> board.</span>"
if(anchored)
.+= "<span class='notice'>The solar assembly needs <i>glass<i> to be completed.</span>"
.+= "<span class='notice'>The solar assembly needs <i>glass</i> to be completed.</span>"
/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
@@ -228,7 +228,7 @@
/obj/item/gun/energy/kinetic_accelerator/suicide_act(mob/user)
if(!suppressed)
playsound(loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
user.visible_message("<span class='suicide'>[user] cocks [src] and pretends to blow [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
user.visible_message("<span class='suicide'>[user] cocks [src] and pretends to blow [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!</span>")
shoot_live_shot(user, user, FALSE, FALSE)
return OXYLOSS
@@ -206,7 +206,7 @@
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return OXYLOSS
else
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/empty.ogg', 50, TRUE, -1)
return OXYLOSS
@@ -1253,7 +1253,7 @@
if(prob(8))
to_chat(M, "<span class='danger'>ARGHHHH!</span>")
if(prob(2 * volume))
to_chat(M, "<span class='userdanger'>OH GOD OH GOD PLEASE NO!!</b></span>")
to_chat(M, "<span class='userdanger'><b>OH GOD OH GOD PLEASE NO!!</b></span>")
if(M.on_fire)
M.adjust_fire_stacks(20)
if(prob(50))
@@ -345,7 +345,7 @@
M.emote("cry")
else if(severity == 2)
if(effect <= 2)
M.visible_message("<span class='warning'>[M]</b> sways and falls over!</span>")
M.visible_message("<span class='warning'>[M] sways and falls over!</span>")
update_flags |= M.adjustToxLoss(3, FALSE)
update_flags |= M.adjustBrainLoss(3, FALSE)
M.Weaken(16 SECONDS)
@@ -245,7 +245,7 @@
reagent_state = LIQUID
color = "#8BA6E9" // rgb: 139, 166, 233
process_flags = ORGANIC | SYNTHETIC
taste_description = "<font color='lightblue'>cold</span>"
taste_description = "<span><font color='lightblue'>cold</font></span>"
/datum/reagent/consumable/frostoil/on_mob_life(mob/living/M)
switch(current_cycle)
@@ -780,7 +780,7 @@
H.vomit(20)
else if(effect <= 10)
M.visible_message(
"<span class'warning'>[M] seems to be itching themselves incessantly!</span>",
"<span class='warning'>[M] seems to be itching themselves incessantly!</span>",
"<span class='danger'>You feel bugs crawling under your skin!</span>"
)
M.emote("scream")
@@ -790,7 +790,7 @@
set_skin_color(N)
if(prob(7))
if(N.w_uniform)
M.visible_message(pick("<b>[M]</b>'s collar pops up without warning.</span>", "<b>[M]</b> flexes [M.p_their()] arms."))
M.visible_message(pick("<span><b>[M]</b>'s collar pops up without warning.</span>", "<b>[M]</b> flexes [M.p_their()] arms."))
else
M.visible_message("<b>[M]</b> flexes [M.p_their()] arms.")
if(prob(10))
+1 -1
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@@ -254,7 +254,7 @@
/obj/machinery/computer/emergency_shuttle/proc/announce_here(a_header = "Emergency Shuttle", a_text = "")
var/msg_text = "<b><font size=4 color=red>[a_header]</font><br> <font size=3><span class='robot'>[a_text]</font size></font></b></span>"
var/msg_text = "<b><font size=4 color='red'>[a_header]</font><br> <font size=3><span class='robot'>[a_text]</font></font></b></span>"
for(var/mob/R in range(35, src)) //Normal escape shutttle is 30 tiles from console to bottom. Extra range for if we ever get a bigger shuttle. Would do in shuttle area, doesn't account for mechs and such,
to_chat(R, msg_text)
SEND_SOUND(R, sound('sound/misc/notice1.ogg'))