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Convert most spans to defines (#31080)
* spanish? * aaaagain * keep maptext * Update robot_items.dm * Update span_defines.dm * compiles * Update silicon_mob.dm * compile
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@@ -11,7 +11,7 @@
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living_pawn.befriend(living_target)
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var/befriend_text = controller.blackboard[befriend_message]
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if(befriend_text)
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to_chat(living_target, "<span class='notice'>[living_pawn] [befriend_text]</span>")
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to_chat(living_target, SPAN_NOTICE("[living_pawn] [befriend_text]"))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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@@ -25,7 +25,7 @@
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else
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seen_message = "[controller.pawn] seems resigned to its fate."
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self_message = "You resign yourself to your fate."
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controller.pawn.visible_message("<span class='notice'>[seen_message]</span>", "<span class='notice'>[self_message]</span>")
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controller.pawn.visible_message(SPAN_NOTICE("[seen_message]"), SPAN_NOTICE("[self_message]"))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/tipped_reaction/finish_action(datum/ai_controller/controller, succeeded, tipper_key, reacting_key)
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@@ -20,7 +20,7 @@
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var/deaggro_chance = controller.blackboard[BB_RANDOM_DEAGGRO_CHANCE] || 10
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if(!SPT_PROB(deaggro_chance, seconds_per_tick))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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pawn.visible_message("<span class='notice'>[pawn] calms down.</span>") // We can blackboard key this if anyone else actually wants to customise it
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pawn.visible_message(SPAN_NOTICE("[pawn] calms down.")) // We can blackboard key this if anyone else actually wants to customise it
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controller.clear_blackboard_key(BB_BASIC_MOB_RETALIATE_LIST)
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controller.clear_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET)
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controller.cancel_actions() // Otherwise they will try and get one last kick in
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@@ -51,12 +51,12 @@
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
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pawn.visible_message("<span class='warning'>[pawn] glares grumpily at [final_target]!</span>")
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pawn.visible_message(SPAN_WARNING("[pawn] glares grumpily at [final_target]!"))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/// Called if we try but fail to target something
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/datum/ai_behavior/capricious_retaliate/proc/failed_targeting(atom/pawn)
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pawn.visible_message("<span class='notice'>[pawn] grumbles.</span>") // We're pissed off but with no outlet to vent our frustration upon
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pawn.visible_message(SPAN_NOTICE("[pawn] grumbles.")) // We're pissed off but with no outlet to vent our frustration upon
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/datum/ai_behavior/capricious_retaliate/finish_action(datum/ai_controller/controller, succeeded, ignore_faction)
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. = ..()
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