mirror of
https://github.com/ParadiseSS13/Paradise.git
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Goonchat (#4744)
* bicon regex run * Remove all \black * Goonchat from /vg/ / Goon Whoo! Special thanks to @Tastyfish for the macro2html thing so all of our horrible color macros keep working and don't fail horribly <3 * Fixes and changes n stuff - Made ping sane again (the fuck PJ) - Updated chat CSS - Fixed like one problem with a color macro * whoops * Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk) * Strip problematic tags from tcomm scripts - <audio> - <video> - <iframe> - <script> * Fix human examine icon * Name hotkey elements * Removed old stylesheet
This commit is contained in:
committed by
Fox McCloud
parent
b8c1418b57
commit
732c3b4ae5
@@ -187,7 +187,7 @@
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else
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f_name += "oil-stained [name][infix]."
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to_chat(user, "\icon[src] That's [f_name] [suffix]")
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to_chat(user, "[bicon(src)] That's [f_name] [suffix]")
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to_chat(user, desc)
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if(reagents && is_open_container()) //is_open_container() isn't really the right proc for this, but w/e
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@@ -133,7 +133,7 @@
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equip_traitor(newtraitor)
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traitors += newtraitor.mind
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to_chat(newtraitor, "\red <B>ATTENTION:</B> \black It is time to pay your debt to the Syndicate...")
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to_chat(newtraitor, "<span class='danger'>ATTENTION:</span> It is time to pay your debt to the Syndicate...")
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to_chat(newtraitor, "<B>You are now a traitor.</B>")
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newtraitor.mind.special_role = "traitor"
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var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
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@@ -334,7 +334,7 @@
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//Reports player logouts//
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//////////////////////////
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proc/display_roundstart_logout_report()
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var/msg = "\blue <b>Roundstart logout report\n\n"
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var/msg = "<span class='notice'>Roundstart logout report</span>\n\n"
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for(var/mob/living/L in mob_list)
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if(L.ckey)
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@@ -174,7 +174,7 @@
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/datum/game_mode/proc/greet_vampire(var/datum/mind/vampire, var/you_are=1)
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var/dat
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if (you_are)
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dat = "<B>\red You are a Vampire! \black</br></B>"
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dat = "<span class='danger'>You are a Vampire!</span><br>"
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dat += {"To bite someone, target the head and use harm intent with an empty hand. Drink blood to gain new powers.
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You are weak to holy things and starlight. Don't go into space and avoid the Chaplain, the chapel and especially Holy Water."}
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to_chat(vampire.current, dat)
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@@ -14,7 +14,7 @@
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/datum/game_mode/wizard/raginmages/announce()
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to_chat(world, "<B>The current game mode is - Ragin' Mages!</B>")
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to_chat(world, "<B>The \red Space Wizard Federation\black is pissed, help defeat all the space wizards!</B>")
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to_chat(world, "<B>The <font color='red'>Space Wizard Federation</font> is pissed, help defeat all the space wizards!</B>")
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/datum/game_mode/wizard/raginmages/greet_wizard(var/datum/mind/wizard, var/you_are=1)
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@@ -108,16 +108,16 @@
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var/mob/living/carbon/human/T = target
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var/obj/item/device/soulstone/C = src
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if(C.imprinted != "empty")
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to_chat(U, "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!")
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else
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if (T.stat == 0)
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to_chat(U, "\red <b>Capture failed!</b>: \black Kill or maim the victim first!")
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to_chat(U, "<span class='danger'>Capture failed!</span>: Kill or maim the victim first!")
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else
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if(T.client == null)
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to_chat(U, "\red <b>Capture failed!</b>: \black The soul has already fled it's mortal frame.")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The soul has already fled it's mortal frame.")
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else
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if(C.contents.len)
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to_chat(U, "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room.")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
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else
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for(var/obj/item/W in T)
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T.unEquip(W)
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@@ -142,7 +142,7 @@
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C.icon_state = "soulstone2"
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C.name = "Soul Stone: [S.real_name]"
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to_chat(S, "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs.")
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to_chat(U, "\blue <b>Capture successful!</b>: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone.")
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to_chat(U, "<span class='notice'>Capture successful!</span>: [T.real_name]'s soul has been ripped from their body and stored within the soul stone.")
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to_chat(U, "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls.")
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C.imprinted = "[S.name]"
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qdel(T)
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@@ -150,13 +150,13 @@
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var/mob/living/simple_animal/shade/T = target
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var/obj/item/device/soulstone/C = src
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if (T.stat == DEAD)
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to_chat(U, "\red <b>Capture failed!</b>: \black The shade has already been banished!")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The shade has already been banished!")
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else
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if(C.contents.len)
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to_chat(U, "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room.")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
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else
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if(T.name != C.imprinted)
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to_chat(U, "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!")
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to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!")
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else
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T.loc = C //put shade in stone
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T.status_flags |= GODMODE
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@@ -165,7 +165,7 @@
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T.faction |= "\ref[U]"
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C.icon_state = "soulstone2"
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to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form")
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to_chat(U, "\blue <b>Capture successful!</b>: \black [T.name]'s has been recaptured and stored within the soul stone.")
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to_chat(U, "<span class='notice'>Capture successful!</span>: [T.name]'s has been recaptured and stored within the soul stone.")
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if("CONSTRUCT")
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var/obj/structure/constructshell/T = target
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var/obj/item/device/soulstone/C = src
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@@ -221,7 +221,7 @@
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Z.cancel_camera()
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qdel(C)
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else
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to_chat(U, "\red <b>Creation failed!</b>: \black The soul stone is empty! Go kill someone!")
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to_chat(U, "<span class='danger'>Creation failed!</span>: The soul stone is empty! Go kill someone!")
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return
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/proc/makeNewConstruct(var/mob/living/simple_animal/construct/ctype, var/mob/target, var/mob/stoner = null, cultoverride = 0)
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@@ -14,7 +14,7 @@
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/datum/game_mode/wizard/announce()
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to_chat(world, "<B>The current game mode is - Wizard!</B>")
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to_chat(world, "<B>There is a \red SPACE WIZARD\black on the station. You can't let him achieve his objective!</B>")
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to_chat(world, "<B>There is a <font color='red'>SPACE WIZARD</font> on the station. You can't let him achieve his objective!</B>")
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/datum/game_mode/wizard/can_start()//This could be better, will likely have to recode it later
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@@ -382,7 +382,7 @@
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being_built = new /list()
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return 0
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if(!can_build(D,multiplier))
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visible_message("\icon[src] <b>\The [src]</b> beeps, \"Not enough resources. Queue processing terminated.\"")
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visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Not enough resources. Queue processing terminated.\"")
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queue = list()
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being_built = new /list()
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return 0
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@@ -392,7 +392,7 @@
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D = listgetindex(listgetindex(queue, 1),1)
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multiplier = listgetindex(listgetindex(queue,1),2)
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being_built = new /list()
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//visible_message("\icon[src] <b>\The [src]</b> beeps, \"Queue processing finished successfully.\"")
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//visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Queue processing finished successfully.\"")
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/obj/machinery/autolathe/proc/main_win(mob/user)
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var/dat = "<table style='width:100%'><tr>"
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@@ -21,7 +21,7 @@
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if(..())
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return 1
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if (!(src.z in config.station_levels))
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to_chat(usr, "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!")
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to_chat(usr, "<span class='danger'>Unable to establish a connection</span>: You're too far away from the station!")
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return
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usr.set_machine(src)
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@@ -69,7 +69,7 @@
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if(..())
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return
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if (src.z > 6)
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to_chat(user, "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!")
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to_chat(user, "<span class='danger'>Unable to establish a connection</span>: You're too far away from the station!")
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return
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user.set_machine(src)
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@@ -30,7 +30,7 @@
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attackby(obj/item/weapon/O as obj, mob/user as mob, params)
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if (user.z > 6)
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to_chat(user, "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!")
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to_chat(user, "<span class='danger'>Unable to establish a connection</span>: You're too far away from the station!")
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return
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if(istype(O, /obj/item/weapon/aiModule))
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var/datum/game_mode/nations/mode = get_nations_mode()
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@@ -42,7 +42,7 @@
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if(..())
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return
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if (src.z > 6)
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to_chat(user, "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!")
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to_chat(user, "<span class='danger'>Unable to establish a connection</span>: You're too far away from the station!")
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return
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var/dat
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@@ -41,7 +41,7 @@
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if(..())
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return
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if (src.z > 6)
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to_chat(user, "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!")
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to_chat(user, "<span class='danger'>Unable to establish a connection</span>: You're too far away from the station!")
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return
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var/dat
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@@ -100,9 +100,9 @@ var/const/HOLOPAD_MODE = 0
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create_holo(user)//Create one.
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src.visible_message("A holographic image of [user] flicks to life right before your eyes!")
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else
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to_chat(user, "\red ERROR: \black Image feed in progress.")
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to_chat(user, "<font color='red'>ERROR:</font> Image feed in progress.")
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else
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to_chat(user, "\red ERROR: \black Unable to project hologram.")
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to_chat(user, "<font color='red'>ERROR:</font> Unable to project hologram.")
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return
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/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
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@@ -123,7 +123,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
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rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
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master.show_message(rendered, 2)
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return
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/obj/machinery/hologram/holopad/hear_message(mob/living/M, text)
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if(M&&hologram&&master)//Master is mostly a safety in case lag hits or something.
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var/name_used = M.GetVoice()
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@@ -97,7 +97,7 @@ var/list/ingredients_source = list(
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if(ingredients[ICECREAM_VANILLA] > 0)
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var/flavour_name = get_icecream_flavour_string(dispense_flavour)
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if(dispense_flavour < 11 && ingredients[dispense_flavour] > 0)
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src.visible_message("\icon[src] <span class='info'>[user] scoops delicious [flavour_name] flavoured icecream into [I].</span>")
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src.visible_message("[bicon(src)] <span class='info'>[user] scoops delicious [flavour_name] flavoured icecream into [I].</span>")
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ingredients[dispense_flavour] -= 1
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ingredients[ICECREAM_VANILLA] -= 1
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@@ -420,7 +420,7 @@ Class Procs:
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/obj/machinery/proc/state(var/msg)
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for(var/mob/O in hearers(src, null))
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O.show_message("\icon[src] <span class = 'notice'>[msg]</span>", 2)
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O.show_message("[bicon(src)] <span class = 'notice'>[msg]</span>", 2)
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/obj/machinery/proc/ping(text=null)
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if (!text)
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@@ -465,7 +465,7 @@ Class Procs:
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/obj/machinery/proc/display_parts(mob/user)
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to_chat(user, "<span class='notice'>Following parts detected in the machine:</span>")
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for(var/obj/item/C in component_parts)
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to_chat(user, "<span class='notice'>\icon[C] [C.name]</span>")
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to_chat(user, "<span class='notice'>[bicon(C)] [C.name]</span>")
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/obj/machinery/examine(mob/user)
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..(user)
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@@ -151,7 +151,7 @@
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var/icon/I2 = imap[2+(ix + icx*iy)*2]
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// to_chat(world, "icon: \icon[I]")
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// to_chat(world, "icon: [bicon(I)]")
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I.DrawBox(colour, rx, ry, rx+1, ry+1)
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@@ -168,7 +168,7 @@
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H.screen_loc = "[5 + i%icx],[6+ round(i/icx)]"
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// to_chat(world, "\icon[I] at [H.screen_loc]")
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// to_chat(world, "[bicon(I)] at [H.screen_loc]")
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H.name = (i==0)?"maprefresh":"map"
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@@ -285,7 +285,7 @@
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var/icon/I = imap[1+(ix + icx*iy)]
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// to_chat(world, "icon: \icon[I]")
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// to_chat(world, "icon: [bicon(I)]")
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I.DrawBox(colour, rx, ry, rx, ry)
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@@ -300,7 +300,7 @@
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H.screen_loc = "[5 + i%icx],[6+ round(i/icx)]"
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// to_chat(world, "\icon[I] at [H.screen_loc]")
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// to_chat(world, "[bicon(I)] at [H.screen_loc]")
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H.name = (i==0)?"maprefresh":"map"
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@@ -180,7 +180,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
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screen = RCS_SENTPASS
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message_log += "<B>Message sent to [recipient]</B><BR>[message]"
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else
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audible_message(text("\icon[src] *The Requests Console beeps: 'NOTICE: No server detected!'"),,4)
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audible_message(text("[bicon(src)] *The Requests Console beeps: 'NOTICE: No server detected!'"),,4)
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//Handle screen switching
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if(href_list["setScreen"])
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@@ -215,14 +215,14 @@
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return
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if (src.active)
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user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
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"\blue \icon[src] You deactivate the shield generator.", \
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user.visible_message("\blue [bicon(src)] [user] deactivated the shield generator.", \
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"\blue [bicon(src)] You deactivate the shield generator.", \
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"You hear heavy droning fade out.")
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src.shields_down()
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else
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if(anchored)
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user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
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"\blue \icon[src] You activate the shield generator.", \
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user.visible_message("\blue [bicon(src)] [user] activated the shield generator.", \
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"\blue [bicon(src)] You activate the shield generator.", \
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"You hear heavy droning.")
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src.shields_up()
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else
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@@ -126,14 +126,14 @@
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newtime = Clamp(newtime, 120, 60000)
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if(in_range(src, user) && isliving(user)) //No running off and setting bombs from across the station
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timer = newtime
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src.loc.visible_message("<span class='notice'>\icon[src] timer set for [timer] seconds.</span>")
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src.loc.visible_message("<span class='notice'>[bicon(src)] timer set for [timer] seconds.</span>")
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if(alert(user,"Would you like to start the countdown now?",,"Yes","No") == "Yes" && in_range(src, user) && isliving(user))
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if(defused || active)
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if(defused)
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src.loc.visible_message("<span class='notice'>\icon[src] Device error: User intervention required.</span>")
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src.loc.visible_message("<span class='notice'>[bicon(src)] Device error: User intervention required.</span>")
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return
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else
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src.loc.visible_message("<span class='danger'>\icon[src] [timer] seconds until detonation, please clear the area.</span>")
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src.loc.visible_message("<span class='danger'>[bicon(src)] [timer] seconds until detonation, please clear the area.</span>")
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playsound(loc, 'sound/machines/click.ogg', 30, 1)
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active = 1
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update_icon()
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@@ -223,7 +223,7 @@
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var/obj/machinery/syndicatebomb/holder = src.loc
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if(istype(holder))
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attempts++
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holder.loc.visible_message("<span class='danger'>\icon[holder] Alert: Bomb has detonated. Your score is now [defusals] for [attempts]. Resetting wires...</span>")
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holder.loc.visible_message("<span class='danger'>[bicon(holder)] Alert: Bomb has detonated. Your score is now [defusals] for [attempts]. Resetting wires...</span>")
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reset()
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else
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qdel(src)
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@@ -233,7 +233,7 @@
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if(istype(holder))
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attempts++
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defusals++
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holder.loc.visible_message("<span class='notice'>\icon[holder] Alert: Bomb has been defused. Your score is now [defusals] for [attempts]! Resetting wires in 5 seconds...</span>")
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holder.loc.visible_message("<span class='notice'>[bicon(holder)] Alert: Bomb has been defused. Your score is now [defusals] for [attempts]! Resetting wires in 5 seconds...</span>")
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sleep(50) //Just in case someone is trying to remove the bomb core this gives them a little window to crowbar it out
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if(istype(holder))
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reset()
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@@ -333,7 +333,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
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var/part_b_extra = ""
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if(data == 3) // intercepted radio message
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part_b_extra = " <i>(Intercepted)</i>"
|
||||
var/part_a = "<span class='[frequency_span_class(display_freq)]'>\icon[radio]<b>\[[freq_text]\][part_b_extra]</b> <span class='name'>" // goes in the actual output
|
||||
var/part_a = "<span class='[frequency_span_class(display_freq)]'>[bicon(radio)]<b>\[[freq_text]\][part_b_extra]</b> <span class='name'>" // goes in the actual output
|
||||
|
||||
// --- Some more pre-message formatting ---
|
||||
var/part_b = "</span> <span class='message'>" // Tweaked for security headsets -- TLE
|
||||
@@ -528,7 +528,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
|
||||
// Create a radio headset for the sole purpose of using its icon
|
||||
var/obj/item/device/radio/headset/radio = new
|
||||
|
||||
var/part_b = "</span><b> \icon[radio]\[[freq_text]\][part_b_extra]</b> <span class='message'>" // Tweaked for security headsets -- TLE
|
||||
var/part_b = "</span><b> [bicon(radio)]\[[freq_text]\][part_b_extra]</b> <span class='message'>" // Tweaked for security headsets -- TLE
|
||||
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>"
|
||||
var/part_c = "</span></span>"
|
||||
|
||||
|
||||
@@ -296,7 +296,7 @@
|
||||
if(currently_vending.price > cashmoney.get_total())
|
||||
// This is not a status display message, since it's something the character
|
||||
// themselves is meant to see BEFORE putting the money in
|
||||
to_chat(usr, "\icon[cashmoney] <span class='warning'>That is not enough money.</span>")
|
||||
to_chat(usr, "[bicon(cashmoney)] <span class='warning'>That is not enough money.</span>")
|
||||
return 0
|
||||
|
||||
// Bills (banknotes) cannot really have worth different than face value,
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/proc/occupant_message(message)
|
||||
if(chassis)
|
||||
chassis.occupant_message("\icon[src] [message]")
|
||||
chassis.occupant_message("[bicon(src)] [message]")
|
||||
return
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/proc/log_message(message)
|
||||
|
||||
@@ -153,7 +153,7 @@
|
||||
I.loc = get_step(src,SOUTH)
|
||||
I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL)
|
||||
I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS)
|
||||
visible_message("\icon[src] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
|
||||
visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
|
||||
being_built = null
|
||||
|
||||
updateUsrDialog()
|
||||
@@ -196,14 +196,14 @@
|
||||
if(stat&(NOPOWER|BROKEN))
|
||||
return 0
|
||||
if(!check_resources(D))
|
||||
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Not enough resources. Queue processing stopped.\"")
|
||||
visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Not enough resources. Queue processing stopped.\"")
|
||||
temp = {"<span class='alert'>Not enough resources to build next part.</span><br>
|
||||
<a href='?src=\ref[src];process_queue=1'>Try again</a> | <a href='?src=\ref[src];clear_temp=1'>Return</a><a>"}
|
||||
return 0
|
||||
remove_from_queue(1)
|
||||
build_part(D)
|
||||
D = listgetindex(queue, 1)
|
||||
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Queue processing finished successfully.\"")
|
||||
visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Queue processing finished successfully.\"")
|
||||
|
||||
/obj/machinery/mecha_part_fabricator/proc/list_queue()
|
||||
var/output = "<b>Queue contains:</b>"
|
||||
@@ -240,7 +240,7 @@
|
||||
temp += "<a href='?src=\ref[src];clear_temp=1'>Return</a>"
|
||||
|
||||
updateUsrDialog()
|
||||
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Successfully synchronized with R&D server.\"")
|
||||
visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Successfully synchronized with R&D server.\"")
|
||||
return
|
||||
|
||||
temp = "Unable to connect to local R&D Database.<br>Please check your connections and try again.<br><a href='?src=\ref[src];clear_temp=1'>Return</a>"
|
||||
@@ -271,7 +271,7 @@
|
||||
user.set_machine(src)
|
||||
var/turf/exit = get_step(src,SOUTH)
|
||||
if(exit.density)
|
||||
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Error! Part outlet is obstructed.\"")
|
||||
visible_message("[bicon(src)] <b>\The [src]</b> beeps, \"Error! Part outlet is obstructed.\"")
|
||||
return
|
||||
if(temp)
|
||||
left_part = temp
|
||||
|
||||
@@ -181,7 +181,7 @@
|
||||
if(equipment && equipment.len)
|
||||
to_chat(user, "It's equipped with:")
|
||||
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
|
||||
to_chat(user, "\icon[ME] [ME]")
|
||||
to_chat(user, "[bicon(ME)] [ME]")
|
||||
return
|
||||
|
||||
|
||||
@@ -1643,7 +1643,7 @@
|
||||
/obj/mecha/proc/occupant_message(message as text)
|
||||
if(message)
|
||||
if(src.occupant && src.occupant.client)
|
||||
to_chat(src.occupant, "\icon[src] [message]")
|
||||
to_chat(src.occupant, "[bicon(src)] [message]")
|
||||
return
|
||||
|
||||
/obj/mecha/proc/log_message(message as text,red=null)
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
for(var/mob/O in viewers(world.view, src.loc))
|
||||
to_chat(O, "<font color='red'>[M] triggered the \icon[src] [src]</font>")
|
||||
to_chat(O, "<font color='red'>[M] triggered the [bicon(src)] [src]</font>")
|
||||
triggered = 1
|
||||
call(src,triggerproc)(M)
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
name = "pizza bomb"
|
||||
desc = "OH GOD THAT'S NOT A PIZZA"
|
||||
icon_state = "pizzabox_bomb"
|
||||
audible_message("<span class='warning'>\icon[src] *beep* *beep*</span>")
|
||||
audible_message("<span class='warning'>[bicon(src)] *beep* *beep*</span>")
|
||||
to_chat(user, "<span class='danger'>That's no pizza! That's a bomb!</span>")
|
||||
message_admins("[key_name_admin(usr)] has triggered a pizza bomb armed by [armer] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>(JMP)</a>.")
|
||||
log_game("[key_name(usr)] has triggered a pizza bomb armed by [armer] ([loc.x],[loc.y],[loc.z]).")
|
||||
@@ -50,9 +50,9 @@
|
||||
|
||||
/obj/item/device/pizza_bomb/proc/go_boom()
|
||||
if(disarmed)
|
||||
visible_message("<span class='danger'>\icon[src] Sparks briefly jump out of the [correct_wire] wire on \the [src], but it's disarmed!")
|
||||
visible_message("<span class='danger'>[bicon(src)] Sparks briefly jump out of the [correct_wire] wire on \the [src], but it's disarmed!")
|
||||
return
|
||||
src.audible_message("\icon[src] <b>[src]</b> beeps, \"Enjoy the pizza!\"")
|
||||
src.audible_message("[bicon(src)] <b>[src]</b> beeps, \"Enjoy the pizza!\"")
|
||||
src.visible_message("<span class='userdanger'>\The [src] violently explodes!</span>")
|
||||
explosion(src.loc,1,2,4,flame_range = 2) //Identical to a minibomb
|
||||
qdel(src)
|
||||
@@ -67,7 +67,7 @@
|
||||
user.visible_message("<span class='warning'>[user] cuts the [chosen_wire] wire!</span>", "<span class='danger'>You cut the [chosen_wire] wire!</span>")
|
||||
sleep(5)
|
||||
if(chosen_wire == correct_wire)
|
||||
src.audible_message("<span class='warning'>\icon[src] \The [src] suddenly stops beeping and seems lifeless.</span>")
|
||||
src.audible_message("<span class='warning'>[bicon(src)] \The [src] suddenly stops beeping and seems lifeless.</span>")
|
||||
to_chat(user, "<span class='notice'>You did it!</span>")
|
||||
icon_state = "pizzabox_bomb_[correct_wire]"
|
||||
name = "pizza bomb"
|
||||
|
||||
@@ -1130,7 +1130,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
var/message = generate_ion_law()
|
||||
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
|
||||
playsound(user, 'sound/machines/click.ogg', 20, 1)
|
||||
visible_message("<span class='danger'>\icon[src] [message]</span>")
|
||||
visible_message("<span class='danger'>[bicon(src)] [message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
@@ -1149,7 +1149,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
var/message = pick("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
|
||||
to_chat(user, "<span class='notice'>You pull the string on the [src].</span>")
|
||||
playsound(user, 'sound/misc/hoot.ogg', 25, 1)
|
||||
visible_message("<span class='danger'>\icon[src] [message]</span>")
|
||||
visible_message("<span class='danger'>[bicon(src)] [message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
@@ -1168,7 +1168,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
var/message = pick("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
|
||||
to_chat(user, "<span class='notice'>You pull the string on the [src].</span>")
|
||||
playsound(user, 'sound/misc/caw.ogg', 25, 1)
|
||||
visible_message("<span class='danger'>\icon[src] [message]</span>")
|
||||
visible_message("<span class='danger'>[bicon(src)] [message]</span>")
|
||||
cooldown = 1
|
||||
spawn(30) cooldown = 0
|
||||
return
|
||||
@@ -1274,12 +1274,12 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
|
||||
/obj/item/toy/minigibber/attackby(var/obj/O, var/mob/user, params)
|
||||
if(istype(O,/obj/item/toy/character) && O.loc == user)
|
||||
to_chat(user, "<span class='notice'>You start feeding \the [O] \icon[O] into \the [src]'s mini-input.</span>")
|
||||
to_chat(user, "<span class='notice'>You start feeding \the [O] [bicon(O)] into \the [src]'s mini-input.</span>")
|
||||
if(do_after(user,10, target = src))
|
||||
if(O.loc != user)
|
||||
to_chat(user, "<span class='alert'>\The [O] is too far away to feed into \the [src]!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You feed \the [O] \icon[O] into \the [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You feed \the [O] [bicon(O)] into \the [src]!</span>")
|
||||
user.unEquip(O)
|
||||
O.forceMove(src)
|
||||
stored_minature = O
|
||||
@@ -1305,7 +1305,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
user.visible_message("<span class='notice'>[user] pulls back the string on [src].</span>")
|
||||
icon_state = "[initial(icon_state)]_used"
|
||||
sleep(5)
|
||||
audible_message("<span class='danger'>\icon[src] Hiss!</span>")
|
||||
audible_message("<span class='danger'>[bicon(src)] Hiss!</span>")
|
||||
var/list/possible_sounds = list('sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg')
|
||||
playsound(get_turf(src), pick(possible_sounds), 50, 1)
|
||||
spawn(45)
|
||||
@@ -1431,7 +1431,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
/obj/item/toy/figure/attack_self(mob/user as mob)
|
||||
if(cooldown < world.time)
|
||||
cooldown = (world.time + 30) //3 second cooldown
|
||||
user.visible_message("<span class='notice'>\icon[src] The [src] says \"[toysay]\".</span>")
|
||||
user.visible_message("<span class='notice'>[bicon(src)] The [src] says \"[toysay]\".</span>")
|
||||
playsound(user, 'sound/machines/click.ogg', 20, 1)
|
||||
|
||||
/obj/item/toy/figure/cmo
|
||||
@@ -1632,7 +1632,7 @@ obj/item/toy/cards/deck/syndicate/black
|
||||
if(!cooldown)
|
||||
var/answer = pick(possible_answers)
|
||||
user.visible_message("<span class='notice'>[user] focuses on their question and [use_action]...</span>")
|
||||
user.visible_message("<span class='notice'>\icon[src] The [src] says \"[answer]\"</span>")
|
||||
user.visible_message("<span class='notice'>[bicon(src)] The [src] says \"[answer]\"</span>")
|
||||
spawn(30)
|
||||
cooldown = 0
|
||||
return
|
||||
|
||||
@@ -397,4 +397,4 @@ AI MODULES
|
||||
laws[1] = generate_ion_law()
|
||||
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
|
||||
playsound(user, 'sound/machines/click.ogg', 20, 1)
|
||||
src.loc.visible_message("<span class='warning'>\icon[src] [laws[1]]</span>")
|
||||
src.loc.visible_message("<span class='warning'>[bicon(src)] [laws[1]]</span>")
|
||||
@@ -150,8 +150,8 @@
|
||||
return
|
||||
|
||||
/obj/item/weapon/card/id/attack_self(mob/user as mob)
|
||||
user.visible_message("[user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\
|
||||
"You flash your ID card: \icon[src] [src.name]. The assignment on the card: [src.assignment]")
|
||||
user.visible_message("[user] shows you: [bicon(src)] [src.name]. The assignment on the card: [src.assignment]",\
|
||||
"You flash your ID card: [bicon(src)] [src.name]. The assignment on the card: [src.assignment]")
|
||||
if(mining_points)
|
||||
to_chat(user, "There's [mining_points] mining equipment redemption points loaded onto this card.")
|
||||
src.add_fingerprint(user)
|
||||
|
||||
@@ -37,9 +37,9 @@ var/global/list/moneytypes=list(
|
||||
|
||||
/obj/item/weapon/spacecash/examine(mob/user)
|
||||
if(amount>1)
|
||||
to_chat(user, "\icon[src] This is a stack of [amount] [src]s.")
|
||||
to_chat(user, "[bicon(src)] This is a stack of [amount] [src]s.")
|
||||
else
|
||||
to_chat(user, "\icon[src] This is \a [src]s.")
|
||||
to_chat(user, "[bicon(src)] This is \a [src]s.")
|
||||
to_chat(user, "It's worth [worth*amount] credits.")
|
||||
|
||||
/obj/item/weapon/spacecash/update_icon()
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
|
||||
/obj/item/weapon/extinguisher/examine(mob/user)
|
||||
if(..(user, 0))
|
||||
to_chat(usr, "\icon[src] [src.name] contains:")
|
||||
to_chat(usr, "[bicon(src)] [src.name] contains:")
|
||||
if(reagents && reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
to_chat(user, "\blue [R.volume] units of [R.name]")
|
||||
|
||||
@@ -24,9 +24,9 @@
|
||||
return
|
||||
for(var/obj/item/I in loadedItems)
|
||||
spawn(0)
|
||||
to_chat(user, "<span class='info'>\icon [I] It has \the [I] loaded.</span>")
|
||||
to_chat(user, "<span class='info'>[bicon(I)] It has \the [I] loaded.</span>")
|
||||
if(tank)
|
||||
to_chat(user, "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>")
|
||||
to_chat(user, "<span class='notice'>[bicon(tank)] It has \the [tank] mounted onto it.</span>")
|
||||
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/attackby(obj/item/weapon/W, mob/user, params)
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
icon = src.loc
|
||||
if (!in_range(src, user))
|
||||
if (icon == src)
|
||||
to_chat(user, "\blue It's \a \icon[icon][src]! If you want any more information you'll need to get closer.")
|
||||
to_chat(user, "\blue It's \a [bicon(icon)][src]! If you want any more information you'll need to get closer.")
|
||||
return
|
||||
|
||||
var/celsius_temperature = src.air_contents.temperature-T0C
|
||||
@@ -64,7 +64,7 @@
|
||||
else
|
||||
descriptive = "furiously hot"
|
||||
|
||||
to_chat(user, "\blue \The \icon[icon][src] feels [descriptive]")
|
||||
to_chat(user, "\blue \The [bicon(icon)][src] feels [descriptive]")
|
||||
|
||||
return
|
||||
|
||||
|
||||
@@ -128,7 +128,7 @@ var/global/list/captain_display_cases = list()
|
||||
..(user)
|
||||
to_chat(user, "<span class='notice'>Peering through the glass, you see that it contains:</span>")
|
||||
if(occupant)
|
||||
to_chat(user, "\icon[occupant] <span class='notice'>\A [occupant].</span>")
|
||||
to_chat(user, "[bicon(occupant)] <span class='notice'>\A [occupant].</span>")
|
||||
else
|
||||
to_chat(user, "Nothing.")
|
||||
|
||||
@@ -217,9 +217,9 @@ var/global/list/captain_display_cases = list()
|
||||
return
|
||||
locked = !locked
|
||||
if(!locked)
|
||||
to_chat(user, "\icon[src] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
|
||||
else
|
||||
to_chat(user, "\icon[src] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
|
||||
update_icon()
|
||||
return
|
||||
if(istype(W,/obj/item/weapon/crowbar) && (!locked || destroyed))
|
||||
@@ -305,7 +305,7 @@ var/global/list/captain_display_cases = list()
|
||||
dump()
|
||||
update_icon()
|
||||
else
|
||||
to_chat(src, "\icon[src] <span class='warning'>\The [src] is empty!</span>")
|
||||
to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
|
||||
else
|
||||
user.visible_message("[user.name] gently runs his hands over \the [src] in appreciation of its contents.", \
|
||||
"You gently run your hands over \the [src] in appreciation of its contents.", \
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
|
||||
/obj/structure/mopbucket/examine(mob/user)
|
||||
if(..(user, 1))
|
||||
to_chat(usr, text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume))
|
||||
to_chat(usr, "[bicon(src)] [src] contains [reagents.total_volume] units of water left!")
|
||||
|
||||
/obj/structure/mopbucket/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
|
||||
if (istype(W, /obj/item/weapon/mop))
|
||||
|
||||
Reference in New Issue
Block a user