strips out old emote code

This commit is contained in:
VampyrBytes
2016-06-14 09:03:39 +01:00
parent 5213682c42
commit 7979706c5a
18 changed files with 3 additions and 1928 deletions

View File

@@ -103,11 +103,6 @@
if(isovermind(M) || isobserver(M))
M.show_message(rendered, 2)
/*
/mob/camera/blob/emote(var/act,var/m_type=1,var/message = null)
return
*/
/mob/camera/blob/blob_act()
return

View File

@@ -33,11 +33,6 @@
return 0
return B.host.say_understands(other, speaking)
/*
/mob/living/captive_brain/emote(var/message)
return
*/
/mob/living/captive_brain/resist_borer()
var/mob/living/simple_animal/borer/B = loc

View File

@@ -19,35 +19,3 @@
. = src.say_dead(message)
/*
/mob/dead/observer/emote(var/act, var/type, var/message)
message = sanitize(copytext(message, 1, MAX_MESSAGE_LEN))
if(act = "me")
return ..()
for (var/mob/M in hearers(null, null))
if (!M.stat)
if(M.job == "Chaplain")
if (prob (49))
M.show_message("<span class='game'><i>You hear muffled speech... but nothing is there...</i></span>", 2)
if(prob(20))
playsound(src.loc, pick('sound/effects/ghost.ogg','sound/effects/ghost2.ogg'), 10, 1)
else
M.show_message("<span class='game'><i>You hear muffled speech... you can almost make out some words...</i></span>", 2)
// M.show_message("<span class='game'><i>[stutter(message)]</i></span>", 2)
if(prob(30))
playsound(src.loc, pick('sound/effects/ghost.ogg','sound/effects/ghost2.ogg'), 10, 1)
else
if (prob(50))
return
else if (prob (95))
M.show_message("<span class='game'><i>You hear muffled speech... but nothing is there...</i></span>", 2)
if(prob(20))
playsound(src.loc, pick('sound/effects/ghost.ogg','sound/effects/ghost2.ogg'), 10, 1)
else
M.show_message("<span class='game'><i>You hear muffled speech... you can almost make out some words...</i></span>", 2)
// M.show_message("<span class='game'><i>[stutter(message)]</i></span>", 2)
playsound(src.loc, pick('sound/effects/ghost.ogg','sound/effects/ghost2.ogg'), 10, 1)
*/

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@@ -1,128 +0,0 @@
//Emote Cooldown System (it's so simple!)
/*
/mob/proc/handle_emote_CD(cooldown = EMOTE_COOLDOWN)
if(emote_cd == 2) return 1 // Cooldown emotes were disabled by an admin, prevent use
if(src.emote_cd == 1) return 1 // Already on CD, prevent use
src.emote_cd = 1 // Starting cooldown
spawn(cooldown)
if(emote_cd == 2) return 1 // Don't reset if cooldown emotes were disabled by an admin during the cooldown
src.emote_cd = 0 // Cooldown complete, ready for more!
return 0 // Proceed with emote
//--FalseIncarnate
*/
// All mobs should have custom emote, really..
/mob/proc/custom_emote(var/m_type=0, var/message = null)
return emoteHandler.runEmote("me", message, m_type)
/* if(stat || !use_me && usr == src)
to_chat(usr, "You are unable to emote.")
return
var/muzzled = istype(src.wear_mask, /obj/item/clothing/mask/muzzle)
if(m_type == 2 && muzzled) return
var/input
if(!message)
input = sanitize(copytext(input(src,"Choose an emote to display.") as text|null,1,MAX_MESSAGE_LEN))
else
input = message
if(input)
message = "<B>[src]</B> [input]"
else
return
if (message)
log_emote("[name]/[key] : [message]")
//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
// Maybe some people are okay with that.
for(var/mob/M in player_list)
if (!M.client)
continue //skip monkeys and leavers
if (istype(M, /mob/new_player))
continue
if(findtext(message," snores.")) //Because we have so many sleeping people.
break
if(M.stat == 2 && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
M.show_message(message)
// Type 1 (Visual) emotes are sent to anyone in view of the item
if (m_type & 1)
var/list/can_see = get_mobs_in_view(1,src) //Allows silicon & mmi mobs carried around to see the emotes of the person carrying them around.
can_see |= viewers(src,null)
for (var/mob/O in can_see)
if(O.status_flags & PASSEMOTES)
for(var/obj/item/weapon/holder/H in O.contents)
H.show_message(message, m_type)
for(var/mob/living/M in O.contents)
M.show_message(message, m_type)
O.show_message(message, m_type)
// Type 2 (Audible) emotes are sent to anyone in hear range
// of the *LOCATION* -- this is important for pAIs to be heard
else if (m_type & 2)
for (var/mob/O in get_mobs_in_view(7,src))
if(O.status_flags & PASSEMOTES)
for(var/obj/item/weapon/holder/H in O.contents)
H.show_message(message, m_type)
for(var/mob/living/M in O.contents)
M.show_message(message, m_type)
O.show_message(message, m_type)
/mob/proc/emote_dead(var/message)
if(client.prefs.muted & MUTE_DEADCHAT)
to_chat(src, "\red You cannot send deadchat emotes (muted).")
return
if(!(client.prefs.toggles & CHAT_DEAD))
to_chat(src, "\red You have deadchat muted.")
return
if(!src.client.holder)
if(!config.dsay_allowed)
to_chat(src, "\red Deadchat is globally muted")
return
var/input
if(!message)
input = sanitize(copytext(input(src, "Choose an emote to display.") as text|null, 1, MAX_MESSAGE_LEN))
else
input = message
if(input)
message = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <b>[src]</b> [message]</span>"
else
return
if(message)
log_emote("Ghost/[src.key] : [message]")
for(var/mob/M in player_list)
if(istype(M, /mob/new_player))
continue
if(check_rights(R_ADMIN|R_MOD, 0, M) && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to admins/mods
to_chat(M, message)
else if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to regular ghosts with deadchat toggled on
M.show_message(message, 2)
*/

View File

@@ -1,117 +0,0 @@
/*
/mob/living/carbon/alien/humanoid/emote(var/act,var/m_type=1,var/message = null)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
// if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
// act = copytext(act,1,length(act)) //seriously who the fuck wrote this
var/muzzled = is_muzzled()
act = lowertext(act)
switch(act)
if("sign")
if(!restrained())
var/num = null
if(text2num(param))
num = "the number [text2num(param)]"
if(num)
message = "<B>\The [src]</B> signs [num]."
m_type = 1
if ("burp")
if (!muzzled)
message = "<B>\The [src]</B> burps."
m_type = 2
if ("deathgasp")
message = "<B>\The [src]</B> lets out a waning guttural screech, green blood bubbling from its maw..."
m_type = 2
if("scratch")
if (!src.restrained())
message = "<B>\The [src]</B> scratches."
m_type = 1
if("whimper")
if (!muzzled)
message = "<B>\The [src]</B> whimpers."
m_type = 2
if("roar")
if (!muzzled)
message = "<B>\The [src]</B> roars."
m_type = 2
if("hiss")
if(!muzzled)
message = "<B>\The [src]</B> hisses."
m_type = 2
if("tail")
message = "<B>\The [src]</B> waves its tail."
m_type = 1
if("gasp")
message = "<B>\The [src]</B> gasps."
m_type = 2
if("shiver")
message = "<B>\The [src]</B> shivers."
m_type = 2
if("drool")
message = "<B>\The [src]</B> drools."
m_type = 1
if("scretch")
if (!muzzled)
message = "<B>\The [src]</B> scretches."
m_type = 2
if("choke")
message = "<B>\The [src]</B> chokes."
m_type = 2
if("moan")
message = "<B>\The [src]</B> moans!"
m_type = 2
if("nod")
message = "<B>\The [src]</B> nods its head."
m_type = 1
if("sit")
message = "<B>\The [src]</B> sits down."
m_type = 1
if("sway")
message = "<B>\The [src]</B> sways around dizzily."
m_type = 1
if("sulk")
message = "<B>\The [src]</B> sulks down sadly."
m_type = 1
if("twitch")
message = "<B>\The [src]</B> twitches violently."
m_type = 1
if("dance")
if (!src.restrained())
message = "<B>\The [src]</B> dances around happily."
m_type = 1
if("roll")
if (!src.restrained())
message = "<B>\The [src]</B> rolls."
m_type = 1
if("shake")
message = "<B>\The [src]</B> shakes its head."
m_type = 1
if("gnarl")
if (!muzzled)
message = "<B>\The [src]</B> gnarls and shows its teeth.."
m_type = 2
if("jump")
message = "<B>\The [src]</B> jumps!"
m_type = 1
if("collapse")
Paralyse(2)
message = "<B>\The [src]</B> collapses!"
m_type = 2
if ("flip")
m_type = 1
message = "<B>\The [src]</B> does a flip!"
src.SpinAnimation(5,1)
if("help")
to_chat(src, "burp, flip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
if(!stat)
if (act == "roar")
playsound(src.loc, 'sound/voice/hiss5.ogg', 40, 1, 1)
if (act == "deathgasp")
playsound(src.loc, 'sound/voice/hiss6.ogg', 80, 1, 1)
..(act, m_type, message)
*/

View File

@@ -1,128 +0,0 @@
/*
/mob/living/carbon/alien/larva/emote(var/act,var/m_type=1,var/message = null)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
act = lowertext(act)
switch(act)
if ("me")
if(silent)
return
if (src.client)
if (client.prefs.muted & MUTE_IC)
to_chat(src, "\red You cannot send IC messages (muted).")
return
if (src.client.handle_spam_prevention(message,MUTE_IC))
return
if (stat)
return
if(!(message))
return
return custom_emote(m_type, message)
if ("custom")
return custom_emote(m_type, message)
if("sign")
if (!src.restrained())
message = text("<B>The alien</B> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
if ("burp")
if (!muzzled)
message = "<B>[src]</B> burps."
m_type = 2
if("scratch")
if (!src.restrained())
message = "<B>The [src.name]</B> scratches."
m_type = 1
if("whimper")
if (!muzzled)
message = "<B>The [src.name]</B> whimpers."
m_type = 2
// if("roar")
// if (!muzzled)
// message = "<B>The [src.name]</B> roars." Commenting out since larva shouldn't roar /N
// m_type = 2
if("tail")
message = "<B>The [src.name]</B> waves its tail."
m_type = 1
if("gasp")
message = "<B>The [src.name]</B> gasps."
m_type = 2
if("shiver")
message = "<B>The [src.name]</B> shivers."
m_type = 2
if("drool")
message = "<B>The [src.name]</B> drools."
m_type = 1
if("scretch")
if (!muzzled)
message = "<B>The [src.name]</B> scretches."
m_type = 2
if("choke")
message = "<B>The [src.name]</B> chokes."
m_type = 2
if("moan")
message = "<B>The [src.name]</B> moans!"
m_type = 2
if("nod")
message = "<B>The [src.name]</B> nods its head."
m_type = 1
// if("sit")
// message = "<B>The [src.name]</B> sits down." //Larvan can't sit down, /N
// m_type = 1
if("sway")
message = "<B>The [src.name]</B> sways around dizzily."
m_type = 1
if("sulk")
message = "<B>The [src.name]</B> sulks down sadly."
m_type = 1
if("twitch")
message = "<B>The [src.name]</B> twitches violently."
m_type = 1
if("dance")
if (!src.restrained())
message = "<B>The [src.name]</B> dances around happily."
m_type = 1
if("roll")
if (!src.restrained())
message = "<B>The [src.name]</B> rolls."
m_type = 1
if("shake")
message = "<B>The [src.name]</B> shakes its head."
m_type = 1
if("gnarl")
if (!muzzled)
message = "<B>The [src.name]</B> gnarls and shows its teeth.."
m_type = 2
if("jump")
message = "<B>The [src.name]</B> jumps!"
m_type = 1
if("hiss_")
message = "<B>The [src.name]</B> hisses softly."
m_type = 1
if("collapse")
Paralyse(2)
message = text("<B>[]</B> collapses!", src)
m_type = 2
if("help")
to_chat(src, "burp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roll, scratch,\nscretch, shake, sign-#, sulk, sway, tail, twitch, whimper")
else
to_chat(src, text("Invalid Emote: []", act))
if ((message && src.stat == 0))
log_emote("[name]/[key] : [message]")
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
//Foreach goto(703)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
//Foreach goto(746)
return
*/

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@@ -1,53 +0,0 @@
/*
/mob/living/carbon/brain/emote(var/act,var/m_type=1,var/message = null)
if(!(container && istype(container, /obj/item/device/mmi)))//No MMI, no emotes
return
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
if(src.stat == DEAD)
return
act = lowertext(act)
switch(act)
if ("alarm")
to_chat(src, "You sound an alarm.")
message = "<B>\The [src]</B> sounds an alarm."
m_type = 2
if ("alert")
to_chat(src, "You let out a distressed noise.")
message = "<B>\The [src]</B> lets out a distressed noise."
m_type = 2
if ("notice")
to_chat(src, "You play a loud tone.")
message = "<B>\The [src]</B> plays a loud tone."
m_type = 2
if ("flash")
message = "The lights on <B>\the [src]</B> flash quickly."
m_type = 1
if ("blink")
message = "<B>\The [src]</B> blinks."
m_type = 1
if ("whistle")
to_chat(src, "You whistle.")
message = "<B>\The [src]</B> whistles."
m_type = 2
if ("beep")
to_chat(src, "You beep.")
message = "<B>\The [src]</B> beeps."
m_type = 2
if ("boop")
to_chat(src, "You boop.")
message = "<B>\The [src]</B> boops."
m_type = 2
if ("help")
to_chat(src, "alarm, alert, notice, flash,blink, whistle, beep, boop")
if(message && !stat)
..(act, m_type, message)
*/

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@@ -1,890 +0,0 @@
/*
/mob/living/carbon/human/emote(var/act,var/m_type=1,var/message = null,var/force)
if (stat == DEAD)
return // No screaming bodies
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
var/muzzled = is_muzzled()
if(sdisabilities & MUTE || silent)
muzzled = 1
//var/m_type = 1
for (var/obj/item/weapon/implant/I in src)
if (I.implanted)
I.trigger(act, src)
var/miming = 0
if(mind)
miming = mind.miming
//Emote Cooldown System (it's so simple!)
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
var/on_CD = 0
act = lowertext(act)
switch(act)
//Cooldown-inducing emotes
if("ping", "pings", "buzz", "buzzes", "beep", "beeps", "yes", "no", "buzz2")
if (species.name == "Machine") //Only Machines can beep, ping, and buzz, yes, no, and make a silly sad trombone noise.
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
else //Everyone else fails, skip the emote attempt
return
if("drone","drones","hum","hums","rumble","rumbles")
if (species.name == "Drask") //Only Drask can make whale noises
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
else
return
if("squish", "squishes")
var/found_slime_bodypart = 0
if(species.name == "Slime People") //Only Slime People can squish
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm'
found_slime_bodypart = 1
else
for(var/obj/item/organ/external/L in organs) // if your limbs are squishy you can squish too!
if(L.dna.species in list("Slime People"))
on_CD = handle_emote_CD()
found_slime_bodypart = 1
break
if(!found_slime_bodypart) //Everyone else fails, skip the emote attempt
return
if("scream", "screams")
on_CD = handle_emote_CD(50) //longer cooldown
if("fart", "farts", "flip", "flips", "snap", "snaps")
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
//Everything else, including typos of the above emotes
else
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
if(on_CD == 1) // Check if we need to suppress the emote attempt.
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", "pings")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> pings at [param]."
else
message = "<B>[src]</B> pings."
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
m_type = 2
if("buzz2")
message = "<B>[src]</B> emits an irritated buzzing sound."
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
m_type = 2
if("buzz", "buzzes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> buzzes at [param]."
else
message = "<B>[src]</B> buzzes."
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
m_type = 2
if("beep", "beeps")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> beeps at [param]."
else
message = "<B>[src]</B> beeps."
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
m_type = 2
if("drone", "drones", "hum", "hums", "rumble", "rumbles")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> drones at [param]."
else
message = "<B>[src]</B> rumbles."
playsound(src.loc, 'sound/voice/DraskTalk.ogg', 50, 0)
m_type = 2
if("squish", "squishes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> squishes at [param]."
else
message = "<B>[src]</B> squishes."
playsound(src.loc, 'sound/effects/slime_squish.ogg', 50, 0) //Credit to DrMinky (freesound.org) for the sound.
m_type = 2
if("yes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits an affirmative blip at [param]."
else
message = "<B>[src]</B> emits an affirmative blip."
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
m_type = 2
if("no")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits a negative blip at [param]."
else
message = "<B>[src]</B> emits a negative blip."
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
m_type = 2
if("wag", "wags")
if(body_accessory)
if(body_accessory.try_restrictions(src))
message = "<B>[src]</B> starts wagging \his tail."
start_tail_wagging(1)
else if(species.bodyflags & TAIL_WAGGING)
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
message = "<B>[src]</B> starts wagging \his tail."
src.start_tail_wagging(1)
else
return
else
return
m_type = 1
if("swag", "swags")
if(species.bodyflags & TAIL_WAGGING || body_accessory)
message = "<B>[src]</B> stops wagging \his tail."
src.stop_tail_wagging(1)
else
return
m_type = 1
if ("airguitar")
if (!src.restrained())
message = "<B>[src]</B> is strumming the air and headbanging like a safari chimp."
m_type = 1
if ("blink", "blinks")
message = "<B>[src]</B> blinks."
m_type = 1
if ("blink_r", "blinks_r")
message = "<B>[src]</B> blinks rapidly."
m_type = 1
if ("bow", "bows")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> bows to [param]."
else
message = "<B>[src]</B> bows."
m_type = 1
if ("salute", "salutes")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> salutes to [param]."
else
message = "<B>[src]</b> salutes."
m_type = 1
if ("choke", "chokes")
if(miming)
message = "<B>[src]</B> clutches \his throat desperately!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> chokes!"
m_type = 2
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("burp", "burps")
if(miming)
message = "<B>[src]</B> opens their mouth rather obnoxiously."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> burps."
m_type = 2
else
message = "<B>[src]</B> makes a peculiar noise."
m_type = 2
if ("clap", "claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if(miming)
m_type = 1
if ("flap", "flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if(miming)
m_type = 1
if ("flip", "flips")
m_type = 1
if (!src.restrained())
var/M = null
if (param)
for (var/mob/A in view(1, null))
if (param == A.name)
M = A
break
if (M == src)
M = null
if(M)
if(lying || weakened)
message = "<B>[src]</B> flops and flails around on the floor."
else
message = "<B>[src]</B> flips in [M]'s general direction."
SpinAnimation(5,1)
else
if(lying || weakened)
message = "<B>[src]</B> flops and flails around on the floor."
else
var/obj/item/weapon/grab/G
if(istype(get_active_hand(), /obj/item/weapon/grab))
G = get_active_hand()
if(G && G.affecting)
if(buckled || G.affecting.buckled)
return
var/turf/oldloc = loc
var/turf/newloc = G.affecting.loc
if(isturf(oldloc) && isturf(newloc))
SpinAnimation(5,1)
forceMove(newloc)
G.affecting.forceMove(oldloc)
message = "<B>[src]</B> flips over [G.affecting]!"
else
message = "<B>[src]</B> does a flip!"
SpinAnimation(5,1)
if ("aflap", "aflaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings ANGRILY!"
m_type = 2
if(miming)
m_type = 1
if ("drool", "drools")
message = "<B>[src]</B> drools."
m_type = 1
if ("eyebrow")
message = "<B>[src]</B> raises an eyebrow."
m_type = 1
if ("chuckle", "chuckles")
if(miming)
message = "<B>[src]</B> appears to chuckle."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> chuckles."
m_type = 2
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("twitch", "twitches")
message = "<B>[src]</B> twitches violently."
m_type = 1
if ("twitch_s", "twitches_s")
message = "<B>[src]</B> twitches."
m_type = 1
if ("faint", "faints")
message = "<B>[src]</B> faints."
if(src.sleeping)
return //Can't faint while asleep
src.sleeping += 1
m_type = 1
if ("cough", "coughs")
if(miming)
message = "<B>[src]</B> appears to cough!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> coughs!"
m_type = 2
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("frown", "frowns")
message = "<B>[src]</B> frowns."
m_type = 1
if ("nod", "nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("blush", "blushes")
message = "<B>[src]</B> blushes."
m_type = 1
if ("wave", "waves")
message = "<B>[src]</B> waves."
m_type = 1
if ("quiver", "quivers")
message = "<B>[src]</B> quivers."
m_type = 1
if ("gasp", "gasps")
if(miming)
message = "<B>[src]</B> appears to be gasping!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> gasps!"
m_type = 2
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("deathgasp", "deathgasps")
message = "<B>[src]</B> [species.death_message]"
m_type = 1
if ("giggle", "giggles")
if(miming)
message = "<B>[src]</B> giggles silently!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> giggles."
m_type = 2
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("glare", "glares")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> glares at [param]."
else
message = "<B>[src]</B> glares."
m_type = 1
if ("stare", "stares")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> stares at [param]."
else
message = "<B>[src]</B> stares."
m_type = 1
if ("look", "looks")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> looks at [param]."
else
message = "<B>[src]</B> looks."
m_type = 1
if ("grin", "grins")
message = "<B>[src]</B> grins."
m_type = 1
if ("cry", "cries")
if(miming)
message = "<B>[src]</B> cries."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> cries."
m_type = 2
else
message = "<B>[src]</B> makes a weak noise. \He frowns."
m_type = 2
if ("sigh", "sighs")
if(miming)
message = "<B>[src]</B> sighs."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> sighs."
m_type = 2
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("laugh", "laughs")
if(miming)
message = "<B>[src]</B> acts out a laugh."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> laughs."
m_type = 2
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("mumble", "mumbles")
message = "<B>[src]</B> mumbles!"
m_type = 2
if(miming)
m_type = 1
if ("grumble", "grumbles")
if(miming)
message = "<B>[src]</B> grumbles!"
m_type = 1
if (!muzzled)
message = "<B>[src]</B> grumbles!"
m_type = 2
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("groan", "groans")
if(miming)
message = "<B>[src]</B> appears to groan!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> groans!"
m_type = 2
else
message = "<B>[src]</B> makes a loud noise."
m_type = 2
if ("moan", "moans")
if(miming)
message = "<B>[src]</B> appears to moan!"
m_type = 1
else
message = "<B>[src]</B> moans!"
m_type = 2
if ("johnny")
var/M
if (param)
M = param
if (!M)
param = null
else
if(miming)
message = "<B>[src]</B> takes a drag from a cigarette and blows \"[M]\" out in smoke."
m_type = 1
else
message = "<B>[src]</B> says, \"[M], please. They had a family.\" [src.name] takes a drag from a cigarette and blows their name out in smoke."
m_type = 2
if ("point", "points")
if (!src.restrained())
var/atom/M = null
if (param)
for (var/atom/A as mob|obj|turf in view())
if (param == A.name)
M = A
break
if (!M)
message = "<B>[src]</B> points."
else
pointed(M)
m_type = 1
if ("raise", "raises")
if (!src.restrained())
message = "<B>[src]</B> raises a hand."
m_type = 1
if("shake", "shakes")
message = "<B>[src]</B> shakes \his head."
m_type = 1
if ("shrug", "shrugs")
message = "<B>[src]</B> shrugs."
m_type = 1
if ("signal", "signals")
if (!src.restrained())
var/t1 = round(text2num(param))
if (isnum(t1))
if (t1 <= 5 && (!src.r_hand || !src.l_hand))
message = "<B>[src]</B> raises [t1] finger\s."
else if (t1 <= 10 && (!src.r_hand && !src.l_hand))
message = "<B>[src]</B> raises [t1] finger\s."
m_type = 1
if ("smile", "smiles")
message = "<B>[src]</B> smiles."
m_type = 1
if ("shiver", "shivers")
message = "<B>[src]</B> shivers."
m_type = 2
if(miming)
m_type = 1
if ("pale", "pales")
message = "<B>[src]</B> goes pale for a second."
m_type = 1
if ("tremble", "trembles")
message = "<B>[src]</B> trembles."
m_type = 1
if ("sneeze", "sneezes")
if (miming)
message = "<B>[src]</B> sneezes."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> sneezes."
m_type = 2
else
message = "<B>[src]</B> makes a strange noise."
m_type = 2
if ("sniff", "sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if(miming)
m_type = 1
if ("snore", "snores")
if (miming)
message = "<B>[src]</B> sleeps soundly."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> snores."
m_type = 2
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("whimper", "whimpers")
if (miming)
message = "<B>[src]</B> appears hurt."
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> whimpers."
m_type = 2
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("wink", "winks")
message = "<B>[src]</B> winks."
m_type = 1
if ("yawn", "yawns")
if (!muzzled)
message = "<B>[src]</B> yawns."
m_type = 2
if(miming)
m_type = 1
if ("collapse", "collapses")
Paralyse(2)
message = "<B>[src]</B> collapses!"
m_type = 2
if(miming)
m_type = 1
if("hug", "hugs")
m_type = 1
if (!src.restrained())
var/M = null
if (param)
for (var/mob/A in view(1, null))
if (param == A.name)
M = A
break
if (M == src)
M = null
if (M)
message = "<B>[src]</B> hugs [M]."
else
message = "<B>[src]</B> hugs \himself."
if ("handshake")
m_type = 1
if (!src.restrained() && !src.r_hand)
var/mob/M = null
if (param)
for (var/mob/A in view(1, null))
if (param == A.name)
M = A
break
if (M == src)
M = null
if (M)
if (M.canmove && !M.r_hand && !M.restrained())
message = "<B>[src]</B> shakes hands with [M]."
else
message = "<B>[src]</B> holds out \his hand to [M]."
if("dap", "daps")
m_type = 1
if (!src.restrained())
var/M = null
if (param)
for (var/mob/A in view(1, null))
if (param == A.name)
M = A
break
if (M)
message = "<B>[src]</B> gives daps to [M]."
else
message = "<B>[src]</B> sadly can't find anybody to give daps to, and daps \himself. Shameful."
if("slap", "slaps")
m_type = 1
if (!src.restrained())
var/M = null
if (param)
for (var/mob/A in view(1, null))
if (param == A.name)
M = A
break
if (M)
message = "\red <B>[src]</B> slaps [M] across the face. Ouch!"
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
else
message = "\red <B>[src]</B> slaps \himself!"
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
src.adjustFireLoss(4)
if ("scream", "screams")
if (miming)
message = "<B>[src]</B> acts out a scream!"
m_type = 1
else
if (!muzzled)
message = "<B>[src]</B> [species.scream_verb]!"
m_type = 2
if(gender == FEMALE)
playsound(src.loc, "[species.female_scream_sound]", 80, 1, 0, pitch = get_age_pitch())
else
playsound(src.loc, "[species.male_scream_sound]", 80, 1, 0, pitch = get_age_pitch()) //default to male screams if no gender is present.
else
message = "<B>[src]</B> makes a very loud noise."
m_type = 2
if ("snap", "snaps")
if(prob(95))
m_type = 2
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/L = H.get_organ("l_hand")
var/obj/item/organ/external/R = H.get_organ("r_hand")
var/left_hand_good = 0
var/right_hand_good = 0
if(L && (!(L.status & ORGAN_DESTROYED)) && (!(L.status & ORGAN_SPLINTED)) && (!(L.status & ORGAN_BROKEN)))
left_hand_good = 1
if(R && (!(R.status & ORGAN_DESTROYED)) && (!(R.status & ORGAN_SPLINTED)) && (!(R.status & ORGAN_BROKEN)))
right_hand_good = 1
if (!left_hand_good && !right_hand_good)
to_chat(usr, "You need at least one hand in good working order to snap your fingers.")
return
message = "<b>[src]</b> snaps \his fingers."
playsound(src.loc, 'sound/effects/fingersnap.ogg', 50, 1, -3)
else
message = "<span class='danger'><b>[src]</b> snaps \his fingers right off!</span>"
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
// Needed for M_TOXIC_FART
if("fart", "farts")
if(reagents.has_reagent("simethicone"))
return
// playsound(src.loc, 'sound/effects/fart.ogg', 50, 1, -3) //Admins still vote no to fun
if(locate(/obj/item/weapon/storage/bible) in get_turf(src))
to_chat(viewers(src), "<span class='warning'><b>[src] farts on the Bible!</b></span>")
to_chat(viewers(src), "<span class='notice'><b>A mysterious force smites [src]!</b></span>")
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
src.gib()
else if(TOXIC_FARTS in mutations)
message = "<b>[src]</b> unleashes a [pick("horrible","terrible","foul","disgusting","awful")] fart."
else
message = "<b>[src]</b> [pick("passes wind","farts")]."
m_type = 2
var/turf/location = get_turf(src)
var/aoe_range=2 // Default
// Process toxic farts first.
if(TOXIC_FARTS in mutations)
for(var/mob/M in range(location,aoe_range))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
continue
// Now, we don't have this:
//new /obj/effects/fart_cloud(T,L)
if (M == src)
continue
M.reagents.add_reagent("jenkem", 1)
if ("help")
var/emotelist = "aflap(s), airguitar, blink(s), blink(s)_r, blush(es), bow(s)-(none)/mob, burp(s), choke(s), chuckle(s), clap(s), collapse(s), cough(s),cry, cries, custom, dap(s)(none)/mob," \
+ " deathgasp(s), drool(s), eyebrow,fart(s), faint(s), flap(s), flip(s), frown(s), gasp(s), giggle(s), glare(s)-(none)/mob, grin(s), groan(s), grumble(s), handshake-mob, hug(s)-(none)/mob," \
+ " glare(s)-(none)/mob, grin(s), johnny, laugh(s), look(s)-(none)/mob, moan(s), mumble(s), nod(s), pale(s), point(s)-atom, quiver(s), raise(s), salute(s)-(none)/mob, scream(s), shake(s)," \
+ " shiver(s), shrug(s), sigh(s), signal(s)-#1-10,slap(s)-(none)/mob, smile(s),snap(s), sneeze(s), sniff(s), snore(s), stare(s)-(none)/mob, swag(s), tremble(s), twitch(es), twitch(es)_s," \
+ " wag(s), wave(s), whimper(s), wink(s), yawn(s)"
if(species.name == "Machine")
emotelist += "\nMachine specific emotes :- beep(s)-(none)/mob, buzz(es)-none/mob, no-(none)/mob, ping(s)-(none)/mob, yes-(none)/mob"
else if(species.name == "Slime People")
emotelist += "\nSlime people specific emotes :- squish(es)-(none)/mob"
to_chat(src, emotelist)
else
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
if(message) //Humans are special fucking snowflakes and have 735 lines of emotes, they get to handle their own emotes, not call the parent
log_emote("[name]/[key] : [message]")
//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
// Maybe some people are okay with that.
for(var/mob/M in dead_mob_list)
if(!M.client || istype(M, /mob/new_player))
continue //skip monkeys, leavers and new players
if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
M.show_message(message)
switch(m_type)
if(1)
visible_message(message)
if(2)
audible_message(message)
*/
/mob/living/carbon/human/verb/pose()
set name = "Set Pose"
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = sanitize(copytext(input(usr, "This is [src]. \He is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
/mob/living/carbon/human/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
update_flavor_text()

View File

@@ -1,77 +0,0 @@
/*
/mob/living/carbon/slime/emote(var/act, var/m_type=1, var/message = null)
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
//param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
act = lowertext(act)
switch(act) //Alphabetical please
if ("me")
if(silent)
return
if (src.client)
if (client.prefs.muted & MUTE_IC)
to_chat(src, "\red You cannot send IC messages (muted).")
return
if (src.client.handle_spam_prevention(message,MUTE_IC))
return
if (stat)
return
if(!(message))
return
return custom_emote(m_type, message)
if("bounce")
message = "<B>The [src.name]</B> bounces in place."
m_type = 1
if ("custom")
return custom_emote(m_type, message)
if("jiggle")
message = "<B>The [src.name]</B> jiggles!"
m_type = 1
if("light")
message = "<B>The [src.name]</B> lights up for a bit, then stops."
m_type = 1
if("moan")
message = "<B>The [src.name]</B> moans."
m_type = 2
if("shiver")
message = "<B>The [src.name]</B> shivers."
m_type = 2
if("sway")
message = "<B>The [src.name]</B> sways around dizzily."
m_type = 1
if("twitch")
message = "<B>The [src.name]</B> twitches."
m_type = 1
if("vibrate")
message = "<B>The [src.name]</B> vibrates!"
m_type = 1
if ("help") //This is an exception
to_chat(src, "Help for slime emotes. You can use these emotes with say \"*emote\":\n\nbounce, custom, jiggle, light, moan, shiver, sway, twitch, vibrate")
else
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
if ((message && src.stat == 0))
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
//Foreach goto(703)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
//Foreach goto(746)
return
*/

View File

@@ -296,35 +296,6 @@ proc/get_radio_key_from_channel(var/channel)
/mob/living/proc/GetVoice()
return name
/mob/living/emote(var/act, var/type, var/message) //emote code is terrible, this is so that anything that isn't
if(stat) return 0 //already snowflaked to shit can call the parent and handle emoting sanely
return ..()
/*
if(..(act, type, message))
return 1
if(act && type && message) //parent call
log_emote("[name]/[key] : [message]")
for(var/mob/M in dead_mob_list)
if(!M.client || istype(M, /mob/new_player))
continue //skip monkeys, leavers and new players //who the hell knows why new players are in the dead mob list
if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
M.show_message(message)
switch(type)
if(1) //Visible
visible_message(message)
return 1
if(2) //Audible
audible_message(message)
return 1
else //everything else failed, emote is probably invalid
if(act == "help") return //except help, because help is handled individually
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
*/
/mob/living/whisper(message as text)
message = trim_strip_html_properly(message)

View File

@@ -1,129 +0,0 @@
/*
/mob/living/silicon/emote(var/act, var/m_type=1, var/message = null)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
//Emote Cooldown System (it's so simple!)
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
var/on_CD = 0
act = lowertext(act)
switch(act)
//Cooldown-inducing emotes
if("scream", "screams")
on_CD = handle_emote_CD(50) //longer cooldown
if("ping","pings","buzz","buzzs","buzzes","beep","beeps","yes","no", "buzz2")
//halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
//Everything else, including typos of the above emotes
else
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
if(on_CD == 1) // Check if we need to suppress the emote attempt.
return // Suppress emote, you're still cooling off.
//--FalseIncarnate
switch(act)
if("ping","pings")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> pings at [param]."
else
message = "<B>[src]</B> pings."
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
m_type = 2
if("buzz","buzzs","buzzes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> buzzes at [param]."
else
message = "<B>[src]</B> buzzes."
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
m_type = 2
if("beep","beeps")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> beeps at [param]."
else
message = "<B>[src]</B> beeps."
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
m_type = 2
if("yes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits an affirmative blip at [param]."
else
message = "<B>[src]</B> emits an affirmative blip."
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
m_type = 2
if("no")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits a negative blip at [param]."
else
message = "<B>[src]</B> emits a negative blip."
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
m_type = 2
if("scream", "screams")
message = "<B>[src]</B> screams!"
playsound(src.loc, 'sound/goonstation/voice/robot_scream.ogg', 80, 0)
m_type = 2
if("buzz2")
message = "<B>[src]</B> emits an irritated buzzing sound."
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
m_type = 2
if("help")
to_chat(src, "yes, no, beep, ping, buzz, scream, buzz2")
..(act, m_type, message)
*/

View File

@@ -1,4 +0,0 @@
/* // what the hell was the point of this file!
/mob/living/silicon/pai/emote(var/act, var/m_type=1, var/message = null)
..(act, m_type, message)
*/

View File

@@ -1,165 +0,0 @@
/*
/mob/living/silicon/robot/emote(var/act, var/m_type=1, var/message = null)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
//Emote Cooldown System (it's so simple!)
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
var/on_CD = 0
act = lowertext(act)
switch(act)
//Cooldown-inducing emotes
if("law","flip","flips","halt") //halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
//Everything else, including typos of the above emotes
else
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
if(on_CD == 1) // Check if we need to suppress the emote attempt.
return // Suppress emote, you're still cooling off.
//--FalseIncarnate
switch(act)
if ("salute","salutes")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> salutes to [param]."
else
message = "<B>[src]</b> salutes."
m_type = 1
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> bows to [param]."
else
message = "<B>[src]</B> bows."
m_type = 1
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings."
m_type = 2
if ("aflap","aflaps")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings ANGRILY!"
m_type = 2
if ("twitch")
message = "<B>[src]</B> twitches violently."
m_type = 1
if ("twitch_s","twitches")
message = "<B>[src]</B> twitches."
m_type = 1
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("deathgasp")
message = "<B>[src]</B> shudders violently for a moment, then becomes motionless, its eyes slowly darkening."
m_type = 1
if ("glare","glares")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> glares at [param]."
else
message = "<B>[src]</B> glares."
if ("stare","stares")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> stares at [param]."
else
message = "<B>[src]</B> stares."
if ("look","looks")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> looks at [param]."
else
message = "<B>[src]</B> looks."
m_type = 1
if("law")
if (istype(module,/obj/item/weapon/robot_module/security))
message = "<B>[src]</B> shows its legal authorization barcode."
playsound(src.loc, 'sound/voice/biamthelaw.ogg', 50, 0)
m_type = 2
else
to_chat(src, "You are not THE LAW, pal.")
if("halt")
if (istype(module,/obj/item/weapon/robot_module/security))
message = "<B>[src]</B>'s speakers skreech, \"Halt! Security!\"."
playsound(src.loc, 'sound/voice/halt.ogg', 50, 0)
m_type = 2
else
to_chat(src, "You are not security.")
if ("flip","flips")
m_type = 1
message = "<B>[src]</B> does a flip!"
src.SpinAnimation(5,1)
if ("help")
to_chat(src, "salute, bow-(none)/mob, clap, flap, aflap, twitch, twitches, nod, deathgasp, glare-(none)/mob, stare-(none)/mob, look,\n law, halt")
..(act, m_type, message)
*/

View File

@@ -128,15 +128,6 @@
return
return 1
/mob/living/silicon/ai/emote(var/act, var/type, var/message)
/*
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src) //Is the AI using a holopad?
src.holopad_emote(message)
else //Emote normally, then.
*/
..()
#undef IS_AI
#undef IS_ROBOT
#undef IS_PAI

View File

@@ -1,122 +0,0 @@
/*
/mob/living/simple_animal/bot/emote(var/act, var/m_type=1, var/message = null)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
//Emote Cooldown System (it's so simple!)
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
var/on_CD = 0
act = lowertext(act)
switch(act)
//Cooldown-inducing emotes
if("scream", "screams")
on_CD = handle_emote_CD(50) //longer cooldown
if("ping","buzz","beep","yes","no") //halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
//Everything else, including typos of the above emotes
else
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
if(on_CD == 1) // Check if we need to suppress the emote attempt.
return // Suppress emote, you're still cooling off.
//--FalseIncarnate
switch(act)
if("ping")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> pings at [param]."
else
message = "<B>[src]</B> pings."
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
m_type = 2
if("buzz")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> buzzes at [param]."
else
message = "<B>[src]</B> buzzes."
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
m_type = 2
if("beep")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> beeps at [param]."
else
message = "<B>[src]</B> beeps."
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
m_type = 2
if("yes")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits an affirmative blip at [param]."
else
message = "<B>[src]</B> emits an affirmative blip."
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
m_type = 2
if("no")
var/M = null
if(param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if(!M)
param = null
if (param)
message = "<B>[src]</B> emits a negative blip at [param]."
else
message = "<B>[src]</B> emits a negative blip."
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
m_type = 2
if("scream", "screams")
message = "<B>[src]</B> screams!"
playsound(src.loc, 'sound/goonstation/voice/robot_scream.ogg', 80, 0)
m_type = 2
..(act, m_type, message)
*/

View File

@@ -248,28 +248,3 @@
/mob/living/simple_animal/diona/put_in_active_hand(obj/item/W)
to_chat(src, "<span class='warning'>You don't have any hands!</span>")
return
/mob/living/simple_animal/diona/emote(var/act, var/m_type=1, var/message = null)
if(stat)
return
..()
/*
var/on_CD = 0
act = lowertext(act)
switch(act)
if("chirp")
on_CD = handle_emote_CD()
else
on_CD = 0
if(on_CD == 1)
return
switch(act) //IMPORTANT: Emotes MUST NOT CONFLICT anywhere along the chain.
if("chirp")
message = "<B>\The [src]</B> chirps!"
m_type = 2 //audible
playsound(src, 'sound/misc/nymphchirp.ogg', 40, 1, 1)
..(act, m_type, message)
*/

View File

@@ -143,3 +143,6 @@
return L
return null
/mob/proc/custom_emote(var/m_type=0, var/message = null)
return emoteHandler.runEmote("me", message, m_type)