diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm index 1cd6c04b02d..635efadcaba 100644 --- a/code/modules/mob/living/silicon/pai/pai.dm +++ b/code/modules/mob/living/silicon/pai/pai.dm @@ -340,12 +340,12 @@ if(stat || sleeping || paralysis || weakened) return - if(src.loc != card) - to_chat(src, "\red You are already in your mobile form!") + if(loc != card) + to_chat(src, "You are already in your mobile form!") return if(world.time <= last_special) - to_chat(src, "\red You must wait before folding your chassis out again!") + to_chat(src, "You must wait before folding your chassis out again!") return last_special = world.time + 200 @@ -353,8 +353,7 @@ //I'm not sure how much of this is necessary, but I would rather avoid issues. force_fold_out() - var/turf/T = get_turf(src) - if(istype(T)) T.visible_message("[src] folds outwards, expanding into a mobile form.") + visible_message("[src] folds outwards, expanding into a mobile form.", "You fold outwards, expanding into a mobile form.") /mob/living/silicon/pai/proc/force_fold_out() if(istype(card.loc, /mob)) @@ -379,12 +378,12 @@ if(stat || sleeping || paralysis || weakened) return - if(src.loc == card) - to_chat(src, "\red You are already in your card form!") + if(loc == card) + to_chat(src, "You are already in your card form!") return if(world.time <= last_special) - to_chat(src, "\red You must wait before returning to your card form!") + to_chat(src, "You must wait before returning to your card form!") return close_up() @@ -477,16 +476,15 @@ last_special = world.time + 200 resting = 0 - if(src.loc == card) + if(loc == card) return - var/turf/T = get_turf(src) - if(istype(T)) T.visible_message("[src] neatly folds inwards, compacting down to a rectangular card.") + visible_message("[src] neatly folds inwards, compacting down to a rectangular card.", "You neatly fold inwards, compacting down to a rectangular card.") - src.stop_pulling() - if(src.client) - src.client.perspective = EYE_PERSPECTIVE - src.client.eye = card + stop_pulling() + if(client) + client.perspective = EYE_PERSPECTIVE + client.eye = card // If we are being held, handle removing our holder from their inv. var/obj/item/weapon/holder/H = loc @@ -495,13 +493,13 @@ if(istype(M)) M.unEquip(H) H.loc = get_turf(src) - src.loc = get_turf(H) + loc = get_turf(H) // Move us into the card and move the card to the ground //This seems redundant but not including the forced loc setting messes the behavior up. - src.loc = card + loc = card card.loc = get_turf(card) - src.forceMove(card) + forceMove(card) card.forceMove(card.loc) icon_state = "[chassis]"