/mob/proc/can_emote(var/emote_type) return (stat == CONSCIOUS) /mob/living/can_emote(var/emote_type) return (..() && !(silent && emote_type == AUDIBLE_MESSAGE)) /mob/proc/emote(var/act, var/m_type, var/message) set waitfor = FALSE // s-s-snowflake if(src.stat == DEAD && act != "deathgasp") return if(usr == src) //client-called emote if (client && (client.prefs.muted & MUTE_IC)) to_chat(src, "You cannot send IC messages (muted).") return if(act == "help") to_chat(src,"Usable emotes: [english_list(usable_emotes)].") return if(!can_emote(m_type)) to_chat(src, SPAN_WARNING("You cannot currently [m_type == AUDIBLE_MESSAGE ? "audibly" : "visually"] emote!")) return if(act == "me") return custom_emote(m_type, message) if(act == "custom") if(!message) message = sanitize(input("Enter an emote to display.") as text|null) if(!message) return if (!m_type) if(alert(src, "Is this an audible emote?", "Emote", "Yes", "No") == "No") m_type = VISIBLE_MESSAGE else m_type = AUDIBLE_MESSAGE return custom_emote(m_type, message) var/splitpoint = findtext(act, " ") if(splitpoint > 0) var/tempstr = act act = copytext(tempstr,1,splitpoint) message = copytext(tempstr,splitpoint+1,0) var/decl/emote/use_emote = usable_emotes[act] if(!use_emote) to_chat(src, SPAN_WARNING("Unknown emote '[act]'. Type say *help for a list of usable emotes.")) return if(m_type != use_emote.message_type && use_emote.conscious && stat != CONSCIOUS) return if(use_emote.message_type == AUDIBLE_MESSAGE && is_muzzled()) audible_message("\The [src] [use_emote.emote_message_muffled || "makes a muffled sound."]") return else use_emote.do_emote(src, message) for (var/obj/item/weapon/implant/I in src) if (I.implanted) I.trigger(act, src) /mob/proc/format_emote(var/emoter = null, var/message = null) var/pretext var/subtext var/nametext var/end_char var/start_char var/name_anchor if(!message || !emoter) return message = html_decode(message) name_anchor = findtext(message, "*") if(name_anchor > 0) // User supplied emote with visible_emote token (default ^) pretext = copytext(message, 1, name_anchor) subtext = copytext(message, name_anchor + 1, length(message) + 1) else // No token. Just the emote as usual. subtext = message // Oh shit, we got this far! Let's see... did the user attempt to use more than one token? if(findtext(subtext, "*")) // abort abort! to_chat(emoter, SPAN_WARNING("You may use only one \"["*"]\" symbol in your emote.")) return if(pretext) // Add a space at the end if we didn't already supply one. end_char = copytext(pretext, length(pretext), length(pretext) + 1) if(end_char != " ") pretext += " " // Grab the last character of the emote message. end_char = copytext(subtext, length(subtext), length(subtext) + 1) if(!(end_char in list(".", "?", "!", "\"", "-", "~"))) // gotta include ~ for all you fucking weebs // No punctuation supplied. Tack a period on the end. subtext += "." // Add a space to the subtext, unless it begins with an apostrophe or comma. if(subtext != ".") // First, let's get rid of any existing space, to account for sloppy emoters ("X, ^ , Y") subtext = trim_left(subtext) start_char = copytext(subtext, 1, 2) if(start_char != "," && start_char != "'") subtext = " " + subtext pretext = capitalize(html_encode(pretext)) nametext = html_encode(nametext) subtext = html_encode(subtext) // Store the player's name in a nice bold, naturalement nametext = "[emoter]" return pretext + nametext + subtext /mob/proc/custom_emote(var/m_type = VISIBLE_MESSAGE, var/message, var/range = world.view) if((usr && stat) || (!use_me && usr == src)) to_chat(src, "You are unable to emote.") return var/input if(!message) input = sanitize(input(src,"Choose an emote to display.") as text|null) else input = message if(input) message = format_emote(src, message) else return if(input) log_emote(message,src) //Log before we add junk message = "[src] [input]" else return if(message) message = encode_html_emphasis(message) // Hearing gasp and such every five seconds is not good emotes were not global for a reason. // Maybe some people are okay with that. var/turf/T = get_turf(src) if(!T) return var/list/in_range = get_mobs_and_objs_in_view_fast(T,range,2,remote_ghosts = client ? TRUE : FALSE) var/list/m_viewers = in_range["mobs"] var/list/o_viewers = in_range["objs"] for(var/mob in m_viewers) var/mob/M = mob spawn(0) // It's possible that it could be deleted in the meantime, or that it runtimes. if(M) if(isobserver(M)) message = "[src] ([ghost_follow_link(src, M)]) [input]" M.show_message(message, m_type) for(var/obj in o_viewers) var/obj/O = obj spawn(0) if(O) O.see_emote(src, message, m_type) // Specific mob type exceptions below. /mob/living/silicon/ai/emote(var/act, var/type, var/message) var/obj/machinery/hologram/holopad/T = src.holo if(T && T.masters[src]) //Is the AI using a holopad? src.holopad_emote(message) else //Emote normally, then. ..()