Custom_emote now used in place of emote("me")

Also fixes some emotes which didn't actually exist for their respective
characters.
Left untouched: Jungle mobs, whatever those are supposed to be.
This commit is contained in:
Crazylemon64
2015-10-09 11:36:03 -07:00
parent 525953616f
commit 3c72286f2f
30 changed files with 66 additions and 64 deletions
@@ -171,7 +171,7 @@
/mob/living/carbon/alien/humanoid/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -107,7 +107,7 @@
/mob/living/carbon/alien/larva/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -42,6 +42,10 @@
return // Suppress emote, you're still cooling off.
switch(act)
if("me") //OKAY SO RANT TIME, THIS FUCKING HAS TO BE HERE OR A SHITLOAD OF THINGS BREAK
return custom_emote(m_type, message) //DO YOU KNOW WHY SHIT BREAKS? BECAUSE SO MUCH OLDCODE CALLS mob.emote("me",1,"whatever_the_fuck_it_wants_to_emote")
//WHO THE FUCK THOUGHT THAT WAS A GOOD FUCKING IDEA!?!?
if("ping")
var/M = null
if(param)
@@ -810,4 +814,4 @@
set desc = "Sets an extended description of your character's features."
set category = "IC"
flavor_text = TextPreview(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text)
flavor_text = TextPreview(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text)
@@ -395,7 +395,7 @@
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -75,10 +75,10 @@ emp_act
unEquip(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.name] malfunctioning!")
custom_emote(1, "drops what they were holding, their [affected.name] malfunctioning!")
else
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.name]!")
custom_emote(1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.name]!")
if(used_weapon)
var/obj/item/W = used_weapon
@@ -117,7 +117,7 @@
unEquip(r_hand)
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
custom_emote(1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
else if(E.is_malfunctioning())
@@ -130,7 +130,7 @@
continue
unEquip(r_hand)
emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
custom_emote(1, "drops what they were holding, their [E.name] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
+3 -3
View File
@@ -1513,7 +1513,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
src << "<font color='red'><b>"+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!")
if(shock_stage >= 30)
if(shock_stage == 30) emote("me",1,"is having trouble keeping their eyes open.")
if(shock_stage == 30) custom_emote(1,"is having trouble keeping their eyes open.")
eye_blurry = max(2, eye_blurry)
stuttering = max(stuttering, 5)
@@ -1521,7 +1521,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
if(shock_stage >=60)
if(shock_stage == 60) emote("me",1,"'s body becomes limp.")
if(shock_stage == 60) custom_emote(1,"'s body becomes limp.")
if (prob(2))
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
Weaken(20)
@@ -1537,7 +1537,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
Paralyse(5)
if(shock_stage == 150)
emote("me",1,"can no longer stand, collapsing!")
custom_emote(1,"can no longer stand, collapsing!")
Weaken(20)
if(shock_stage >= 150)
@@ -252,7 +252,7 @@
/mob/living/carbon/slime/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
+2 -2
View File
@@ -596,7 +596,7 @@ var/list/ai_verbs_default = list(
/mob/living/silicon/ai/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -999,4 +999,4 @@ var/list/ai_verbs_default = list(
aiRadio.disabledAi = 1 //No talking on the built-in radio for you either!
loc = card//Throw AI into the card.
src << "You have been downloaded to a mobile storage device. Remote device connection severed."
user << "<span class='boldnotice'>Transfer successful</span>: [name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
user << "<span class='boldnotice'>Transfer successful</span>: [name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
+3 -3
View File
@@ -207,7 +207,7 @@
/mob/living/silicon/pai/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -445,7 +445,7 @@
"<span class='notice'>You apply some [W] at [src.name]'s damaged areas.</span>")
else
user << "<span class='notice'>All [src.name]'s systems are nominal.</span>"
return
else if(W.force)
visible_message("<span class='danger'>[user.name] attacks [src] with [W]!</span>")
@@ -582,4 +582,4 @@
card.loc = newloc
else //something went very wrong.
CRASH("pAI without card")
loc = card
loc = card
@@ -909,7 +909,7 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -1395,4 +1395,4 @@ var/list/robot_verbs_default = list(
connected_ai = AI
connected_ai.connected_robots |= src
notify_ai(1)
sync()
sync()
@@ -64,10 +64,10 @@
/mob/living/simple_animal/construct/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/construct/builder))
health += 5
M.emote("mends some of \the <EM>[src]'s</EM> wounds.")
M.custom_emote(1,"mends some of \the <EM>[src]'s</EM> wounds.")
else
if(M.melee_damage_upper <= 0)
M.emote("me", 1, "[M.friendly] \the <EM>[src]</EM>")
M.custom_emote(1, "[M.friendly] \the <EM>[src]</EM>")
else
M.do_attack_animation(src)
if(M.attack_sound)
@@ -332,4 +332,4 @@
if (cultist == usr) //just to be sure.
return
cultist.loc = usr.loc
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
@@ -39,7 +39,7 @@
if(!stat && !resting && !buckled)
for(var/mob/living/simple_animal/mouse/M in view(1,src))
if(!M.stat && Adjacent(M))
emote("me", 1, "splats \the [M]!")
custom_emote(1, "splats \the [M]!")
M.splat()
movement_target = null
stop_automated_movement = 0
@@ -97,7 +97,7 @@
user << "<span class='warning'>[src] is wearing too much armor! You can't reach \his skin.<span>"
visible_message("[user] gently taps [src] with [O].")
if(health>0 && prob(15))
emote("me", 1, "looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression.")
custom_emote(1, "looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression.")
return
if (istype(O, /obj/item/weapon/razor))
@@ -461,10 +461,10 @@
movement_target.attack_animal(src)
else if(ishuman(movement_target.loc) )
if(prob(20))
emote("me", 1, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
custom_emote(1, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
if(prob(1))
emote("me", 1, pick("dances around.","chases its tail!"))
custom_emote(1, pick("dances around.","chases its tail!"))
spawn(0)
if (ckey == null)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
@@ -591,7 +591,7 @@
if(!stat && !resting && !buckled)
if(prob(1))
if (ckey == null)
emote("me", 1, pick("dances around.","chases her tail."))
custom_emote(1, pick("dances around.","chases her tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
@@ -609,10 +609,10 @@
if(change > 0)
if(M && stat != DEAD) // Added check to see if this mob (the corgi) is dead to fix issue 2454
flick_overlay(image('icons/mob/animal.dmi',src,"heart-ani2",MOB_LAYER+1), list(M.client), 20)
emote("me", 1, "yaps happily!")
custom_emote(1, "yaps happily!")
else
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
emote("me", 1, "growls!")
custom_emote(1, "growls!")
/mob/living/simple_animal/pet/corgi/Ian/borgi
name = "E-N"
@@ -24,7 +24,7 @@
if(!stat && !resting && !buckled)
if(prob(1))
emote("me", 1, pick("chases its tail."))
custom_emote(1, pick("chases its tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
@@ -50,13 +50,13 @@
/mob/living/simple_animal/hostile/scarybat/FindTarget()
. = ..()
if(.)
emote("flutters towards [.]")
custom_emote(1, "flutters towards [.]")
/mob/living/simple_animal/hostile/scarybat/Found(var/atom/A)//This is here as a potential override to pick a specific target if available
if(istype(A) && A == owner)
return 0
return ..()
/mob/living/simple_animal/hostile/scarybat/CanAttack(var/atom/the_target)//This is here as a potential override to pick a specific target if available
if(istype(the_target) && the_target == owner)
return 0
@@ -86,7 +86,7 @@
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target]", "stares angrily at [target]", "prepares to attack [target]", "closely watches [target]" ) )
if(action)
emote(action)
custom_emote(1, action)
if(!found_mob)
stance_step--
@@ -97,7 +97,7 @@
if(HOSTILE_STANCE_ATTACKING)
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
emote( "is worn out and needs to rest" )
custom_emote(1, "is worn out and needs to rest" )
stance = HOSTILE_STANCE_TIRED
stance_step = 0
walk(src, 0) //This stops the bear's walking
@@ -125,14 +125,14 @@
/mob/living/simple_animal/hostile/bear/FindTarget()
. = ..()
if(.)
emote("stares alertly at [.]")
custom_emote(1, "stares alertly at [.]")
stance = HOSTILE_STANCE_ALERT
/mob/living/simple_animal/hostile/bear/LoseTarget()
..(5)
/mob/living/simple_animal/hostile/bear/AttackingTarget()
emote( pick( list("slashes at [target]", "bites [target]") ) )
custom_emote(1, pick( list("slashes at [target]", "bites [target]") ) )
var/damage = rand(20,30)
@@ -48,7 +48,7 @@
/mob/living/simple_animal/hostile/carp/FindTarget()
. = ..()
if(.)
emote("me", 1, "gnashes at [.]!")
custom_emote(1, "gnashes at [.]!")
/mob/living/simple_animal/hostile/carp/AttackingTarget()
..()
@@ -39,7 +39,7 @@
/mob/living/simple_animal/hostile/faithless/FindTarget()
. = ..()
if(.)
emote("me", 1, "wails at [.]!")
custom_emote(1, "wails at [.]!")
/mob/living/simple_animal/hostile/faithless/AttackingTarget()
..()
@@ -41,7 +41,7 @@
/mob/living/simple_animal/hostile/mimic/FindTarget()
. = ..()
if(.)
emote("growls at [.]")
custom_emote(1, "growls at [.]")
/mob/living/simple_animal/hostile/mimic/Die()
..()
@@ -59,7 +59,7 @@
/mob/living/simple_animal/hostile/retaliate/ghost/FindTarget()
. = ..()
if(.)
emote("wails at [.]")
custom_emote(1, "wails at [.]")
/mob/living/simple_animal/hostile/retaliate/ghost/Life()
if(target)
@@ -40,7 +40,7 @@
/mob/living/simple_animal/hostile/tree/FindTarget()
. = ..()
if(.)
emote("growls at [.]")
custom_emote(1, "growls at [.]")
/mob/living/simple_animal/hostile/tree/AttackingTarget()
. =..()
@@ -343,7 +343,7 @@
//Search for item to steal
parrot_interest = search_for_item()
if(parrot_interest)
emote("looks in [parrot_interest]'s direction and takes flight")
custom_emote(1,"looks in [parrot_interest]'s direction and takes flight")
parrot_state = PARROT_SWOOP | PARROT_STEAL
icon_state = "parrot_fly"
return
@@ -365,7 +365,7 @@
if(AM)
if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
parrot_interest = AM
emote("turns and flies towards [parrot_interest]")
custom_emote(1,"turns and flies towards [parrot_interest]")
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
else //Else it's a perch
@@ -479,11 +479,11 @@
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1)
emote(pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
custom_emote(1, pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
else
L.adjustBruteLoss(damage)
emote(pick("pecks at [L].", "claws [L]."))
custom_emote(1, pick("pecks at [L].", "claws [L]."))
return
//Otherwise, fly towards the mob!
@@ -152,23 +152,23 @@
else
randomValue -= speak.len
if(emote_see && randomValue <= emote_see.len)
emote(pick(emote_see),1)
custom_emote(1, pick(emote_see))
else
emote(pick(emote_hear),2)
custom_emote(2, pick(emote_hear))
else
say(pick(speak))
else
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
emote(pick(emote_see),1)
custom_emote(1, pick(emote_see))
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
emote(pick(emote_hear),2)
custom_emote(2, pick(emote_hear))
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
emote(pick(emote_see),1)
custom_emote(1, pick(emote_see))
else
emote(pick(emote_hear),2)
custom_emote(2,pick(emote_hear))
//Atmos
@@ -272,7 +272,7 @@
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("me", 1, "[M.friendly] [src]")
M.custom_emote(1, "[M.friendly] [src]")
else
M.do_attack_animation(src)
if(M.attack_sound)
+2 -4
View File
@@ -99,9 +99,7 @@
/mob/proc/emote(var/act, var/type, var/message)
if(act == "me")
message = "\The [src] [message]" // Forgetting something? This should make sure the mob's name actually shows up.
custom_emote(type, message)
return 1 // Silly rabbit, custom_emote doesn't return anything
return custom_emote(type, message)
/mob/proc/get_ear()
// returns an atom representing a location on the map from which this
@@ -145,4 +143,4 @@
if (can_speak(L))
return L
return null
return null
+2 -2
View File
@@ -33,10 +33,10 @@
if(is_bruised())
if(prob(2))
spawn owner.emote("me", 1, "coughs up blood!")
spawn owner.custom_emote(1, "coughs up blood!")
owner.drip(10)
if(prob(4))
spawn owner.emote("me", 1, "gasps for air!")
spawn owner.custom_emote(1, "gasps for air!")
owner.losebreath += 5
/obj/item/organ/kidneys
+1 -1
View File
@@ -290,7 +290,7 @@ datum/reagent/fartonium/on_mob_life(var/mob/living/M as mob)
M << "<span class = 'danger'>Something isn't right!"
M.adjustBruteLoss(1)
if(2)
M.emote("me",1,"strains, but nothing happens.")
M.custom_emote(1,"strains, but nothing happens.")
M.adjustBruteLoss(2)
if(3)
M.emote("scream")
+3 -3
View File
@@ -552,7 +552,7 @@
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
if(prob(30))
mob.emote("me",1,"is sweating profusely!")
mob.custom_emote(1,"is sweating profusely!")
if(istype(mob.loc,/turf/simulated))
var/turf/simulated/T = mob.loc
@@ -583,7 +583,7 @@
if(pick(0,1))
mob.say(pick("Uh HUH!", "Thank you, Thank you very much...", "I ain't nothin' but a hound dog!", "Swing low, sweet chariot!"))
else
mob.emote("me",1,pick("curls his lip!", "gyrates his hips!", "thrusts his hips!"))
mob.custom_emote(1,pick("curls his lip!", "gyrates his hips!", "thrusts his hips!"))
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
if(H.species.name == "Human" && !(H.f_style == "Pompadour"))
@@ -945,7 +945,7 @@ var/list/compatible_mobs = list(/mob/living/carbon/human)
name = "Wheezing"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob.emote("me",1,"wheezes.")
mob.custom_emote(1,"wheezes.")
/datum/disease2/effect/optimistic_minor