Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
The dna/record on the disk was a reference to the one in the buffer, not
a copy, so if you changed the one in the buffer, the one on the dick
changed.
Fixed it for cloning too
BTW, yes, I know I left in an implied src in one of the lines I changed.
This is because whoever created that file is obsessed with src, and
unless I fancied going through the file and stripping out hundreds of
them, taking out a few would actually detract from the readability of
the code
This commit refactors light_color definitions for most machines and
consoles that use light_color's. Instead of having the same color repeated
over and over again, there are #defines for most of the common ones.
Some machines and other places may not use lighting defs- this is
intentional. The defines as they are, are relatively clean, and machinery
was where the bulk of repeated light definitions were. Other, special
colors, can just be defined in the same file that they are used once in.
This commit adds custom color definitions to almost every computer that
did not already have them. It also causes cigarretes to very dimly glow.
Also contains custom colors for candles, flashlights, and the mentioned
cigarretes.
Oh, and beepsky flashes red and blue now while in hunt mode. FTW
- Added colored lights to all listed computers
- Should be fullly functional
- Uses the code Pomf used for Telecomms Computer testing
Conflicts:
code/game/machinery/computer/arcade.dm
code/game/machinery/computer/card.dm
code/game/machinery/computer/prisoner.dm
code/game/machinery/computer/station_alert.dm
code/game/machinery/telecomms/traffic_control.dm