Fixes <span class='class>, makes Travis check it

This commit is contained in:
GinjaNinja32
2015-07-18 21:13:32 +01:00
parent ae47726450
commit 0c1aee8074
15 changed files with 27 additions and 26 deletions

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@@ -31,6 +31,7 @@ script:
- shopt -s globstar - shopt -s globstar
- (! grep 'step_[xy]' maps/**/*.dmm) - (! grep 'step_[xy]' maps/**/*.dmm)
- (! find nano/templates/ -type f -exec md5sum {} + | sort | uniq -D -w 32 | grep nano) - (! find nano/templates/ -type f -exec md5sum {} + | sort | uniq -D -w 32 | grep nano)
- (! grep -E "<\s*span\s+class\s*=\s*('[^'>]+|[^'>]+')\s*>" **/*.dm)
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; echo "$num escapes (expecting 1277 or less)"; [ $num -le 1277 ]) - (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; echo "$num escapes (expecting 1277 or less)"; [ $num -le 1277 ])
- md5sum -c - <<< "0af969f671fba6cf9696c78cd175a14a *baystation12.int" - md5sum -c - <<< "0af969f671fba6cf9696c78cd175a14a *baystation12.int"
- md5sum -c - <<< "88490b460c26947f5ec1ab1bb9fa9f17 *html/changelogs/example.yml" - md5sum -c - <<< "88490b460c26947f5ec1ab1bb9fa9f17 *html/changelogs/example.yml"

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@@ -91,7 +91,7 @@
add_fingerprint(user) add_fingerprint(user)
return 1 return 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice>You begin to unfasten \the [src]...</span>" user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
if (do_after(user, 40)) if (do_after(user, 40))
user.visible_message( \ user.visible_message( \
"<span class='notice'>\The [user] unfastens \the [src].</span>", \ "<span class='notice'>\The [user] unfastens \the [src].</span>", \

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@@ -66,7 +66,7 @@
if(prob(20)) if(prob(20))
affected_mob.take_organ_damage(1) affected_mob.take_organ_damage(1)
if(prob(2)) if(prob(2))
affected_mob << "<span class='warning>Your stomach hurts.</span>" affected_mob << "<span class='warning'>Your stomach hurts.</span>"
if(prob(20)) if(prob(20))
affected_mob.adjustToxLoss(1) affected_mob.adjustToxLoss(1)
affected_mob.updatehealth() affected_mob.updatehealth()

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@@ -49,7 +49,7 @@
affected_mob.adjustToxLoss(4) affected_mob.adjustToxLoss(4)
affected_mob.updatehealth() affected_mob.updatehealth()
if(prob(2)) if(prob(2))
affected_mob << "<span class='notice>Your head hurts.</span>" */ affected_mob << "<span class='notice'>Your head hurts.</span>" */
if(prob(15) && affected_mob.getBrainLoss()<=98) //shouldn't retard you to death now if(prob(15) && affected_mob.getBrainLoss()<=98) //shouldn't retard you to death now
affected_mob.adjustBrainLoss(3) affected_mob.adjustBrainLoss(3)
affected_mob.updatehealth() affected_mob.updatehealth()

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@@ -16,7 +16,7 @@
if(2) if(2)
affected_mob.bodytemperature -= 10 affected_mob.bodytemperature -= 10
if(prob(1) && prob(10)) if(prob(1) && prob(10))
affected_mob << "<span class='notice>You feel better.</span>" affected_mob << "<span class='notice'>You feel better.</span>"
cure() cure()
return return
if(prob(1)) if(prob(1))

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@@ -159,7 +159,7 @@
precision = max(rand(1,100)*bagholding.len,100) precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living)) if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom var/mob/living/MM = teleatom
MM << "<span class='danger>The Bluespace interface on your [teleatom] interferes with the teleport!</span>" MM << "<span class='danger'>The Bluespace interface on your [teleatom] interferes with the teleport!</span>"
return 1 return 1
/datum/teleport/instant/science/teleportChecks() /datum/teleport/instant/science/teleportChecks()

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@@ -342,7 +342,7 @@ var/global/datum/controller/gameticker/ticker
if(!delay_end) if(!delay_end)
world.Reboot() world.Reboot()
else else
world << "<span class='notice><b>An admin has delayed the round end</b></span>" world << "<span class='notice'><b>An admin has delayed the round end</b></span>"
else else
world << "<span class='notice'><b>An admin has delayed the round end</b></span>" world << "<span class='notice'><b>An admin has delayed the round end</b></span>"

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@@ -35,14 +35,14 @@
var/turf/loc = get_turf(usr) var/turf/loc = get_turf(usr)
var/area/A = loc.loc var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor)) if (!istype(loc, /turf/simulated/floor))
usr << "<span class='danger>\The [src] Alarm cannot be placed on this spot.</span>" usr << "<span class='danger'>\The [src] Alarm cannot be placed on this spot.</span>"
return return
if (A.requires_power == 0 || A.name == "Space") if (A.requires_power == 0 || A.name == "Space")
usr << "<span class='danger>\The [src] Alarm cannot be placed in this area.</span>" usr << "<span class='danger'>\The [src] Alarm cannot be placed in this area.</span>"
return return
if(gotwallitem(loc, ndir)) if(gotwallitem(loc, ndir))
usr << "<span class='danger>There's already an item on this wall!</span>" usr << "<span class='danger'>There's already an item on this wall!</span>"
return return
var/obj/machinery/M = new build_machine_type(loc, ndir, 1) var/obj/machinery/M = new build_machine_type(loc, ndir, 1)

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@@ -28,7 +28,7 @@
if(istype(W,/obj/item/stack/cable_coil)) if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5) if (get_amount() < 1 || CC.get_amount() < 5)
user << "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass.</span>" user << "<span class='warning'>You need five lengths of coil and one sheet of glass to make wired glass.</span>"
return return
CC.use(5) CC.use(5)

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@@ -149,7 +149,7 @@
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.") user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "<span class='notice>You welded the [glass] plating off!</span>" user << "<span class='notice'>You welded the [glass] plating off!</span>"
var/M = text2path("/obj/item/stack/material/[glass]") var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2) new M(src.loc, 2)
glass = 0 glass = 0
@@ -157,18 +157,18 @@
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.") user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "<span class='notice>You welded the glass panel out!</span>" user << "<span class='notice'>You welded the glass panel out!</span>"
new /obj/item/stack/material/glass/reinforced(src.loc) new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0 glass = 0
else if(!anchored) else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.") user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "<span class='notice>You dissasembled the airlock assembly!</span>" user << "<span class='notice'>You dissasembled the airlock assembly!</span>"
new /obj/item/stack/material/steel(src.loc, 4) new /obj/item/stack/material/steel(src.loc, 4)
qdel (src) qdel (src)
else else
user << "<span class='notice>You need more welding fuel.</span>" user << "<span class='notice'>You need more welding fuel.</span>"
return return
else if(istype(W, /obj/item/weapon/wrench) && state == 0) else if(istype(W, /obj/item/weapon/wrench) && state == 0)
@@ -180,7 +180,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "<span class='notice>You [anchored? "un" : ""]secured the airlock assembly!</span>" user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
anchored = !anchored anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored) else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
@@ -200,7 +200,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "<span class='notice>You cut the airlock wires.!</span>" user << "<span class='notice'>You cut the airlock wires.!</span>"
new/obj/item/stack/cable_coil(src.loc, 1) new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0 src.state = 0
@@ -212,7 +212,7 @@
if(!src) return if(!src) return
user.drop_item() user.drop_item()
W.loc = src W.loc = src
user << "<span class='notice>You installed the airlock electronics!</span>" user << "<span class='notice'>You installed the airlock electronics!</span>"
src.state = 2 src.state = 2
src.name = "Near finished Airlock Assembly" src.name = "Near finished Airlock Assembly"
src.electronics = W src.electronics = W
@@ -229,7 +229,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "<span class='notice>You removed the airlock electronics!</span>" user << "<span class='notice'>You removed the airlock electronics!</span>"
src.state = 1 src.state = 1
src.name = "Wired Airlock Assembly" src.name = "Wired Airlock Assembly"
electronics.loc = src.loc electronics.loc = src.loc
@@ -262,11 +262,11 @@
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 ) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "<span class='notice>Now finishing the airlock.</span>" user << "<span class='notice'>Now finishing the airlock.</span>"
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "<span class='notice>You finish the airlock!</span>" user << "<span class='notice'>You finish the airlock!</span>"
var/path var/path
if(istext(glass)) if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]") path = text2path("/obj/machinery/door/airlock/[glass]")

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@@ -107,7 +107,7 @@ proc/populate_ghost_traps()
ghost_trap_role = "Plant" ghost_trap_role = "Plant"
/datum/ghosttrap/plant/welcome_candidate(var/mob/target) /datum/ghosttrap/plant/welcome_candidate(var/mob/target)
target << "<span class='alium><B>You awaken slowly, stirring into sluggish motion as the air caresses you.</B></span>" target << "<span class='alium'><B>You awaken slowly, stirring into sluggish motion as the air caresses you.</B></span>"
// This is a hack, replace with some kind of species blurb proc. // This is a hack, replace with some kind of species blurb proc.
if(istype(target,/mob/living/carbon/alien/diona)) if(istype(target,/mob/living/carbon/alien/diona))
target << "<B>You are \a [target], one of a race of drifting interstellar plantlike creatures that sometimes share their seeds with human traders.</B>" target << "<B>You are \a [target], one of a race of drifting interstellar plantlike creatures that sometimes share their seeds with human traders.</B>"

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@@ -445,7 +445,7 @@
else if(exhaled_pp > safe_exhaled_max * 0.7) else if(exhaled_pp > safe_exhaled_max * 0.7)
if (!co2_alert || prob(1)) if (!co2_alert || prob(1))
var/word = pick("dizzy","short of breath","faint","momentarily confused") var/word = pick("dizzy","short of breath","faint","momentarily confused")
src << "<span class='warning>You feel [word].</span>" src << "<span class='warning'>You feel [word].</span>"
//scale linearly from 0 to 1 between safe_exhaled_max and safe_exhaled_max*0.7 //scale linearly from 0 to 1 between safe_exhaled_max and safe_exhaled_max*0.7
var/ratio = 1.0 - (safe_exhaled_max - exhaled_pp)/(safe_exhaled_max*0.3) var/ratio = 1.0 - (safe_exhaled_max - exhaled_pp)/(safe_exhaled_max*0.3)
@@ -459,7 +459,7 @@
else if(exhaled_pp > safe_exhaled_max * 0.6) else if(exhaled_pp > safe_exhaled_max * 0.6)
if (prob(0.3)) if (prob(0.3))
var/word = pick("a little dizzy","short of breath") var/word = pick("a little dizzy","short of breath")
src << "<span class='warning>You feel [word].</span>" src << "<span class='warning'>You feel [word].</span>"
else else
co2_alert = 0 co2_alert = 0

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@@ -787,7 +787,7 @@ default behaviour is:
inertia_dir = 1 inertia_dir = 1
else if(y >= world.maxy -TRANSITIONEDGE) else if(y >= world.maxy -TRANSITIONEDGE)
inertia_dir = 2 inertia_dir = 2
src << "<span class='warning>Something you are carrying is preventing you from leaving.</span>" src << "<span class='warning'>Something you are carrying is preventing you from leaving.</span>"
return return
..() ..()

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@@ -305,7 +305,7 @@
purge = 3 purge = 3
adjustBruteLoss(damage) adjustBruteLoss(damage)
else else
usr << "<span class='danger>This weapon is ineffective, it does no damage.</span>" usr << "<span class='danger'>This weapon is ineffective, it does no damage.</span>"
visible_message("<span class='danger'>\The [src] has been attacked with \the [O] by [user].</span>") visible_message("<span class='danger'>\The [src] has been attacked with \the [O] by [user].</span>")
user.do_attack_animation(src) user.do_attack_animation(src)

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@@ -45,7 +45,7 @@ How they spawn stuff is decided by behaviour vars, which are explained below
var/atom/summoned_object var/atom/summoned_object
if(ispath(summoned_object_type,/turf)) if(ispath(summoned_object_type,/turf))
if(istype(get_turf(user),/turf/simulated/shuttle) || istype(spawn_place, /turf/simulated/shuttle)) if(istype(get_turf(user),/turf/simulated/shuttle) || istype(spawn_place, /turf/simulated/shuttle))
user << "<span class='warning>You can't build things on shuttles!</span>" user << "<span class='warning'>You can't build things on shuttles!</span>"
continue continue
spawn_place.ChangeTurf(summoned_object_type) spawn_place.ChangeTurf(summoned_object_type)
summoned_object = spawn_place summoned_object = spawn_place