Convert most spans to defines (#31080)

* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
This commit is contained in:
kyunkyunkyun
2025-12-13 23:55:48 +00:00
committed by GitHub
parent e5f0a6fffb
commit b0463d3c83
1624 changed files with 15737 additions and 15581 deletions
@@ -11,7 +11,7 @@
living_pawn.befriend(living_target)
var/befriend_text = controller.blackboard[befriend_message]
if(befriend_text)
to_chat(living_target, "<span class='notice'>[living_pawn] [befriend_text]</span>")
to_chat(living_target, SPAN_NOTICE("[living_pawn] [befriend_text]"))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
@@ -25,7 +25,7 @@
else
seen_message = "[controller.pawn] seems resigned to its fate."
self_message = "You resign yourself to your fate."
controller.pawn.visible_message("<span class='notice'>[seen_message]</span>", "<span class='notice'>[self_message]</span>")
controller.pawn.visible_message(SPAN_NOTICE("[seen_message]"), SPAN_NOTICE("[self_message]"))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/tipped_reaction/finish_action(datum/ai_controller/controller, succeeded, tipper_key, reacting_key)
@@ -20,7 +20,7 @@
var/deaggro_chance = controller.blackboard[BB_RANDOM_DEAGGRO_CHANCE] || 10
if(!SPT_PROB(deaggro_chance, seconds_per_tick))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
pawn.visible_message("<span class='notice'>[pawn] calms down.</span>") // We can blackboard key this if anyone else actually wants to customise it
pawn.visible_message(SPAN_NOTICE("[pawn] calms down.")) // We can blackboard key this if anyone else actually wants to customise it
controller.clear_blackboard_key(BB_BASIC_MOB_RETALIATE_LIST)
controller.clear_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET)
controller.cancel_actions() // Otherwise they will try and get one last kick in
@@ -51,12 +51,12 @@
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
pawn.visible_message("<span class='warning'>[pawn] glares grumpily at [final_target]!</span>")
pawn.visible_message(SPAN_WARNING("[pawn] glares grumpily at [final_target]!"))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/// Called if we try but fail to target something
/datum/ai_behavior/capricious_retaliate/proc/failed_targeting(atom/pawn)
pawn.visible_message("<span class='notice'>[pawn] grumbles.</span>") // We're pissed off but with no outlet to vent our frustration upon
pawn.visible_message(SPAN_NOTICE("[pawn] grumbles.")) // We're pissed off but with no outlet to vent our frustration upon
/datum/ai_behavior/capricious_retaliate/finish_action(datum/ai_controller/controller, succeeded, ignore_faction)
. = ..()