Makes pAI folding messages not weird, code less shit

This commit is contained in:
Tastyfish
2016-05-17 20:26:49 -04:00
parent eb273cf76e
commit dd4991d268
+16 -18
View File
@@ -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, "<span class=warning>You are already in your mobile form!</span>")
return
if(world.time <= last_special)
to_chat(src, "\red You must wait before folding your chassis out again!")
to_chat(src, "<span class=warning>You must wait before folding your chassis out again!</span>")
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("<b>[src]</b> folds outwards, expanding into a mobile form.")
visible_message("<span class=notice>[src] folds outwards, expanding into a mobile form.</span>", "<span class=notice>You fold outwards, expanding into a mobile form.</span>")
/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, "<span class=warning>You are already in your card form!</span>")
return
if(world.time <= last_special)
to_chat(src, "\red You must wait before returning to your card form!")
to_chat(src, "<span class=warning>You must wait before returning to your card form!</span>")
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("<b>[src]</b> neatly folds inwards, compacting down to a rectangular card.")
visible_message("<span class=notice>[src] neatly folds inwards, compacting down to a rectangular card.</span>", "<span class=notice>You neatly fold inwards, compacting down to a rectangular card.</span>")
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]"