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Refactors
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@@ -14,7 +14,7 @@
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set category = "Object"
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if(aim_targets)
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stop_aim()
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usr.visible_message("\blue \The [usr] lowers \the [src]...")
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usr.visible_message("<span class='notice'> \The [usr] lowers \the [src]...</span>")
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//Clicking gun will still lower aim for guns that don't overwrite this
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/obj/item/weapon/gun/attack_self()
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@@ -70,9 +70,9 @@
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if(L)
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L.NotTargeted(src)
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del(aim_targets)
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usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
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usr.visible_message("<span class='danger'><b>[usr] turns \the [src] on [M]!</b></span>")
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else
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usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
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usr.visible_message("<span class='danger'><b>[usr] aims \a [src] at [M]!</b></span>")
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M.Targeted(src)
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//HE MOVED, SHOOT HIM!
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@@ -86,7 +86,7 @@
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//reflex firing is disabled when help intent is set
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if (M.a_intent == I_HELP)
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M << "\red You refrain from firing your [src] as your intent is set to help."
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M << "<span class='danger'>You refrain from firing your [src] as your intent is set to help.</span>"
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return
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M.last_move_intent = world.time
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@@ -95,7 +95,7 @@
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if(firing_check == 1)
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Fire(T,usr, reflex = 1)
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else if(!told_cant_shoot)
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M << "\red They can't be hit from here!"
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M << "<span class='danger'>They can't be hit from here!</span>"
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told_cant_shoot = 1
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spawn(30)
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told_cant_shoot = 0
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@@ -172,10 +172,10 @@
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if(!targeted_by) targeted_by = list()
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targeted_by += I
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I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
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src << "((\red <b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b> \black While targeted, they may \
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src << "((<span class='danger'><b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b></span> While targeted, they may \
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drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map objects (floors and walls are fine), their items \
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(other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
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so try not to get on their bad side.\black ))"
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(other than a weapon to de-target), moving, or talking into a radio will result in being fired upon. <span class='danger'>The aggressor may also fire manually, \
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so try not to get on their bad side.</span>))"
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if(targeted_by.len == 1)
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spawn(0)
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@@ -196,7 +196,7 @@
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I.lower_aim()
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return
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if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0)
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src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
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src << "<span class='danger'>Your move intent is now set to walk, as your targeter permits it.</span>" //Self explanitory.
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set_m_intent("walk")
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//Processing the aiming. Should be probably in separate object with process() but lasy.
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@@ -323,10 +323,10 @@
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if(target_can_move)
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M << "Your character may now <b>walk</b> at the discretion of their targeter."
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if(!target_can_run)
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M << "\red Your move intent is now set to walk, as your targeter permits it."
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M << "<span class='danger'>Your move intent is now set to walk, as your targeter permits it.</span>"
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M.set_m_intent("walk")
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else
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M << "\red <b>Your character will now be shot if they move.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they move.</b></span>"
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/mob/living/proc/set_m_intent(var/intent)
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if (intent != "walk" && intent != "run")
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@@ -359,7 +359,7 @@ client/verb/AllowTargetRun()
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if(target_can_run)
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M << "Your character may now <b>run</b> at the discretion of their targeter."
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else
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M << "\red <b>Your character will now be shot if they run.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they run.</b></span>"
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/client/verb/AllowTargetClick()
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set hidden=1
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@@ -383,7 +383,7 @@ client/verb/AllowTargetRun()
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if(target_can_click)
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M << "Your character may now <b>use items</b> at the discretion of their targeter."
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else
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M << "\red <b>Your character will now be shot if they use items.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they use items.</b></span>"
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/client/verb/AllowTargetRadio()
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set hidden=1
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@@ -406,4 +406,4 @@ client/verb/AllowTargetRun()
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if(target_can_radio)
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M << "Your character may now <b>use the radio</b> at the discretion of their targeter."
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else
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M << "\red <b>Your character will now be shot if they use the radio.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they use the radio.</b></span>"
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