refactors most spans

This commit is contained in:
Kashargul
2024-10-02 21:10:31 +02:00
parent 5417c7772c
commit a2c673ab7a
1517 changed files with 12436 additions and 12347 deletions
@@ -43,28 +43,28 @@ var/list/marker_beacon_colors = list(
/obj/item/stack/marker_beacon/examine(mob/user)
. = ..()
. += "<span class='notice'>Use in-hand to place a [singular_name].</span>"
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
. += span_notice("Use in-hand to place a [singular_name].")
. += span_notice("Alt-click to select a color. Current color is [picked_color].")
/obj/item/stack/marker_beacon/update_icon()
icon_state = "[initial(icon_state)][lowertext(picked_color)]"
/obj/item/stack/marker_beacon/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You need more space to place a [singular_name] here.</span>")
to_chat(user, span_warning("You need more space to place a [singular_name] here."))
return
if(locate(/obj/structure/marker_beacon) in user.loc)
to_chat(user, "<span class='warning'>There is already a [singular_name] here.</span>")
to_chat(user, span_warning("There is already a [singular_name] here."))
return
if(use(1))
to_chat(user, "<span class='notice'>You activate and anchor [amount ? "a":"the"] [singular_name] in place.</span>")
to_chat(user, span_notice("You activate and anchor [amount ? "a":"the"] [singular_name] in place."))
playsound(src, 'sound/machines/click.ogg', 50, 1)
var/obj/structure/marker_beacon/M = new(user.loc, picked_color)
transfer_fingerprints_to(M)
/obj/item/stack/marker_beacon/AltClick(mob/living/user)
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
to_chat(user, span_warning("You can't do that right now!"))
return
if(!in_range(src, user))
return
@@ -100,7 +100,7 @@ var/list/marker_beacon_colors = list(
/obj/structure/marker_beacon/examine(mob/user)
. = ..()
if(!perma)
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
. += span_notice("Alt-click to select a color. Current color is [picked_color].")
/obj/structure/marker_beacon/update_icon()
if(!picked_color || !marker_beacon_colors[picked_color])
@@ -111,7 +111,7 @@ var/list/marker_beacon_colors = list(
/obj/structure/marker_beacon/attack_hand(mob/living/user)
if(perma)
return
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
to_chat(user, span_notice("You start picking [src] up..."))
if(do_after(user, remove_speed, target = src))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
@@ -126,7 +126,7 @@ var/list/marker_beacon_colors = list(
return
if(istype(I, /obj/item/stack/marker_beacon))
var/obj/item/stack/marker_beacon/M = I
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
to_chat(user, span_notice("You start picking [src] up..."))
if(do_after(user, remove_speed, target = src) && M.get_amount() + 1 <= M.max_amount)
M.add(1)
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
@@ -139,7 +139,7 @@ var/list/marker_beacon_colors = list(
if(perma)
return
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
to_chat(user, span_warning("You can't do that right now!"))
return
if(!in_range(src, user))
return
+67 -67
View File
@@ -17,16 +17,16 @@
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (!istype(M))
to_chat(user, "<span class='warning'>\The [src] cannot be applied to [M]!</span>")
to_chat(user, span_warning("\The [src] cannot be applied to [M]!"))
return 1
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return 1
var/available = get_amount()
if(!available)
to_chat(user, "<span class='warning'>There's not enough [uses_charge ? "charge" : "items"] left to use that!</span>")
to_chat(user, span_warning("There's not enough [uses_charge ? "charge" : "items"] left to use that!"))
return 1
if (istype(M, /mob/living/carbon/human))
@@ -34,24 +34,24 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(!affecting)
to_chat(user, "<span class='warning'>No body part there to work on!</span>")
to_chat(user, span_warning("No body part there to work on!"))
return 1
if(affecting.organ_tag == BP_HEAD)
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
to_chat(user, "<span class='warning'>You can't apply [src] through [H.head]!</span>")
to_chat(user, span_warning("You can't apply [src] through [H.head]!"))
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
to_chat(user, "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>")
to_chat(user, span_warning("You can't apply [src] through [H.wear_suit]!"))
return 1
if(affecting.robotic == ORGAN_ROBOT)
to_chat(user, "<span class='warning'>This isn't useful at all on a robotic limb.</span>")
to_chat(user, span_warning("This isn't useful at all on a robotic limb."))
return 1
if(affecting.robotic >= ORGAN_LIFELIKE)
to_chat(user, "<span class='warning'>You apply the [src], but it seems to have no effect...</span>")
to_chat(user, span_warning("You apply the [src], but it seems to have no effect..."))
use(1)
return 1
@@ -61,8 +61,8 @@
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
user.visible_message( \
"<span class='notice'>[M] has been applied with [src] by [user].</span>", \
"<span class='notice'>You apply \the [src] to [M].</span>" \
span_notice("[M] has been applied with [src] by [user]."), \
span_notice("You apply \the [src] to [M].") \
)
use(1)
@@ -99,16 +99,16 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, span_notice("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been bandaged."))
return 1
else
var/available = get_amount()
user.visible_message("<b>\The [user]</b> starts bandaging [M]'s [affecting.name].", \
"<span class='notice'>You start bandaging [M]'s [affecting.name].</span>" )
span_notice("You start bandaging [M]'s [affecting.name].") )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if(W.internal)
@@ -118,32 +118,32 @@
if(used == amount)
break
if(!do_mob(user, M, W.damage/3, exclusive = TRUE))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
to_chat(user, span_notice("You must stand still to bandage wounds."))
break
if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been bandaged."))
return 1
if(used >= available)
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
to_chat(user, span_warning("You run out of [src]!"))
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You bandage \a [W.desc] on [M]'s [affecting.name].") )
else
user.visible_message("<b>\The [user]</b> places a bandage over \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You place a bandage over \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You place a bandage over \a [W.desc] on [M]'s [affecting.name].") )
W.bandage()
playsound(src, pick(apply_sounds), 25)
used++
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
to_chat(user, span_warning("\The [src] is used up."))
else
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
to_chat(user, span_warning("\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."))
use(used)
/obj/item/stack/medical/bruise_pack
@@ -168,16 +168,16 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, span_notice("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been bandaged."))
return 1
else
var/available = get_amount()
user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
span_notice("You start treating [M]'s [affecting.name].") )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
@@ -187,27 +187,27 @@
if(used == amount)
break
if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
to_chat(user, span_notice("You must stand still to bandage wounds."))
break
if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been bandaged."))
return 1
if(used >= available)
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
to_chat(user, span_warning("You run out of [src]!"))
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You bandage \a [W.desc] on [M]'s [affecting.name].") )
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message("<b>\The [user]</b> places a bruise patch over \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].") )
else
user.visible_message("<b>\The [user]</b> places a bandaid over \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You place a bandaid over \a [W.desc] on [M]'s [affecting.name].") )
W.bandage()
// W.disinfect() // VOREStation - Tech1 should not disinfect
playsound(src, pick(apply_sounds), 25)
@@ -215,9 +215,9 @@
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
to_chat(user, span_warning("\The [src] is used up."))
else
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
to_chat(user, span_warning("\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."))
use(used)
/obj/item/stack/medical/ointment
@@ -242,23 +242,23 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, span_notice("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
if(affecting.is_salved())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been salved."))
return 1
else
user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
span_notice("You start salving the wounds on [M]'s [affecting.name].") )
if(!do_mob(user, M, 10, exclusive = TRUE))
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
to_chat(user, span_notice("You must stand still to salve wounds."))
return 1
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been salved."))
return 1
user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
user.visible_message(span_notice("[user] salved wounds on [M]'s [affecting.name]."), \
span_notice("You salved wounds on [M]'s [affecting.name].") )
use(1)
affecting.salve()
playsound(src, pick(apply_sounds), 25)
@@ -287,16 +287,16 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, span_notice("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
if(affecting.is_bandaged() && affecting.is_disinfected())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been treated."))
return 1
else
var/available = get_amount()
user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
span_notice("You start treating [M]'s [affecting.name].") )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
@@ -306,25 +306,25 @@
//if(used == amount) //VOREStation Edit
// break //VOREStation Edit
if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
to_chat(user, span_notice("You must stand still to bandage wounds."))
break
if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been bandaged."))
return 1
if(used >= available)
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
to_chat(user, span_warning("You run out of [src]!"))
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<b>\The [user]</b> cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You clean and seal \a [W.desc] on [M]'s [affecting.name].") )
else if (W.damage_type == BRUISE)
user.visible_message("<b>\The [user]</b> places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You place a medical patch over \a [W.desc] on [M]'s [affecting.name].") )
else
user.visible_message("<b>\The [user]</b> smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
span_notice("You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].") )
W.bandage()
W.disinfect()
W.heal_damage(heal_brute)
@@ -334,9 +334,9 @@
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
to_chat(user, span_warning("\The [src] is used up."))
else
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
to_chat(user, span_warning("\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."))
use(used)
/obj/item/stack/medical/advanced/ointment
@@ -357,22 +357,22 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, span_notice("The [affecting.name] is cut open, you'll need more than a bandage!"))
if(affecting.is_salved())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been salved."))
return 1
else
user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
span_notice("You start salving the wounds on [M]'s [affecting.name].") )
if(!do_mob(user, M, 10, exclusive = TRUE))
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
to_chat(user, span_notice("You must stand still to salve wounds."))
return 1
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
to_chat(user, span_warning("The wounds on [M]'s [affecting.name] have already been salved."))
return 1
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
user.visible_message( span_notice("[user] covers wounds on [M]'s [affecting.name] with regenerative membrane."), \
span_notice("You cover wounds on [M]'s [affecting.name] with regenerative membrane.") )
affecting.heal_damage(0,heal_burn)
use(1)
affecting.salve()
@@ -400,25 +400,25 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.organ_tag in splintable_organs))
to_chat(user, "<span class='danger'>You can't use \the [src] to apply a splint there!</span>")
to_chat(user, span_danger("You can't use \the [src] to apply a splint there!"))
return
if(affecting.splinted)
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
to_chat(user, span_danger("[M]'s [limb] is already splinted!"))
return
if (M != user)
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You start to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("[user] starts to apply \the [src] to [M]'s [limb]."), span_danger("You start to apply \the [src] to [M]'s [limb]."), span_danger("You hear something being wrapped."))
else
if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \
user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) ))
to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
to_chat(user, span_danger("You can't apply a splint to the arm you're using!"))
return
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("[user] starts to apply \the [src] to their [limb]."), span_danger("You start to apply \the [src] to your [limb]."), span_danger("You hear something being wrapped."))
if(do_after(user, 50, M, exclusive = TASK_USER_EXCLUSIVE))
if(affecting.splinted)
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
to_chat(user, span_danger("[M]'s [limb] is already splinted!"))
return
if(M == user && prob(75))
user.visible_message("<span class='danger'>\The [user] fumbles [src].</span>", "<span class='danger'>You fumble [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("\The [user] fumbles [src]."), span_danger("You fumble [src]."), span_danger("You hear something being wrapped."))
return
if(ishuman(user))
var/obj/item/stack/medical/splint/S = split(1)
@@ -426,9 +426,9 @@
if(affecting.apply_splint(S))
S.forceMove(affecting)
if (M != user)
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("\The [user] finishes applying [src] to [M]'s [limb]."), span_danger("You finish applying \the [src] to [M]'s [limb]."), span_danger("You hear something being wrapped."))
else
user.visible_message("<span class='danger'>\The [user] successfully applies [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("\The [user] successfully applies [src] to their [limb]."), span_danger("You successfully apply \the [src] to your [limb]."), span_danger("You hear something being wrapped."))
return
S.dropInto(src.loc) //didn't get applied, so just drop it
if(isrobot(user))
@@ -436,10 +436,10 @@
if(B)
if(affecting.apply_splint(B))
B.forceMove(affecting)
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("\The [user] finishes applying [src] to [M]'s [limb]."), span_danger("You finish applying \the [src] to [M]'s [limb]."), span_danger("You hear something being wrapped."))
B.use(1)
return
user.visible_message("<span class='danger'>\The [user] fails to apply [src].</span>", "<span class='danger'>You fail to apply [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
user.visible_message(span_danger("\The [user] fails to apply [src]."), span_danger("You fail to apply [src]."), span_danger("You hear something being wrapped."))
return
+3 -3
View File
@@ -49,7 +49,7 @@
if(affecting.open)
too_far_gone++
continue
for(var/datum/wound/W as anything in affecting.wounds)
// No need
if(W.bandaged)
@@ -61,7 +61,7 @@
clotted++
W.bandage()
var/healmessage = "<span class='notice'>You spray [src] onto [H], sealing [clotted ? clotted : "no"] wounds.</span>"
var/healmessage = span_notice("You spray [src] onto [H], sealing [clotted ? clotted : "no"] wounds.")
if(too_far_gone)
healmessage += " <span class='warning'>You can see some wounds that are too large where the spray is not taking effect.</span>"
@@ -71,4 +71,4 @@
update_icon()
/obj/item/stack/medical/advanced/clotting/update_icon()
icon_state = "[initial(icon_state)]_[amount]"
icon_state = "[initial(icon_state)]_[amount]"
+10 -10
View File
@@ -21,33 +21,33 @@
R.adjustFireLoss(-15)
R.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applied some [src] on [R]'s damaged areas.</span>",\
"<span class='notice'>You apply some [src] at [R]'s damaged areas.</span>")
user.visible_message(span_notice("\The [user] applied some [src] on [R]'s damaged areas."),\
span_notice("You apply some [src] at [R]'s damaged areas."))
else
to_chat(user, "<span class='notice'>All [R]'s systems are nominal.</span>")
to_chat(user, span_notice("All [R]'s systems are nominal."))
if (istype(M,/mob/living/carbon/human)) //Repairing robolimbs
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.get_organ(user.zone_sel.selecting)
if(!S)
to_chat(user, "<span class='warning'>No body part there to work on!</span>")
to_chat(user, span_warning("No body part there to work on!"))
return 1
if(S.organ_tag == BP_HEAD)
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
to_chat(user, "<span class='warning'>You can't apply [src] through [H.head]!</span>")
to_chat(user, span_warning("You can't apply [src] through [H.head]!"))
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
to_chat(user, "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>")
to_chat(user, span_warning("You can't apply [src] through [H.wear_suit]!"))
return 1
//VOREStation Edit Start
if (S && (S.robotic >= ORGAN_ROBOT))
if(!S.get_damage())
to_chat(user, "<span class='notice'>Nothing to fix here.</span>")
to_chat(user, span_notice("Nothing to fix here."))
else if((S.open < 2) && (S.brute_dam + S.burn_dam >= S.min_broken_damage) && !repair_external)
to_chat(user, "<span class='notice'>The damage is too extensive for this nanite swarm to handle.</span>")
to_chat(user, span_notice("The damage is too extensive for this nanite swarm to handle."))
else if(can_use(1))
user.setClickCooldown(user.get_attack_speed(src))
if(S.open >= 2)
@@ -57,6 +57,6 @@
S.heal_damage(restoration_external,restoration_external, robo_repair =1)
H.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applies some nanite paste on [user != M ? "[M]'s [S.name]" : "[S]"] with [src].</span>",\
"<span class='notice'>You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name].</span>")
user.visible_message(span_notice("\The [user] applies some nanite paste on [user != M ? "[M]'s [S.name]" : "[S]"] with [src]."),\
span_notice("You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name]."))
//VOREStation Edit End
+6 -6
View File
@@ -57,21 +57,21 @@ var/global/list/datum/stack_recipe/sandbag_recipes = list( \
if (!can_use(required))
if (produced>1)
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [produced] [recipe.title]\s!</span>")
to_chat(user, span_warning("You haven't got enough [src] to build \the [produced] [recipe.title]\s!"))
else
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [recipe.title]!</span>")
to_chat(user, span_warning("You haven't got enough [src] to build \the [recipe.title]!"))
return
if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc))
to_chat(user, "<span class='warning'>There is another [recipe.title] here!</span>")
to_chat(user, span_warning("There is another [recipe.title] here!"))
return
if (recipe.on_floor && !isfloor(user.loc))
to_chat(user, "<span class='warning'>\The [recipe.title] must be constructed on the floor!</span>")
to_chat(user, span_warning("\The [recipe.title] must be constructed on the floor!"))
return
if (recipe.time)
to_chat(user, "<span class='notice'>Building [recipe.title] ...</span>")
to_chat(user, span_notice("Building [recipe.title] ..."))
if (!do_after(user, recipe.time))
return
@@ -147,4 +147,4 @@ var/global/list/datum/stack_recipe/sandbag_recipes = list( \
var/obj/item/stack/sandbags/SB = new (get_turf(src), 1, bag_material)
SB.color = color
if(user)
to_chat(user, "<span class='notice'>You fill a sandbag.</span>")
to_chat(user, span_notice("You fill a sandbag."))
+7 -7
View File
@@ -157,21 +157,21 @@
if (!can_use(required))
if (produced>1)
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [produced] [recipe.title]\s!</span>")
to_chat(user, span_warning("You haven't got enough [src] to build \the [produced] [recipe.title]\s!"))
else
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [recipe.title]!</span>")
to_chat(user, span_warning("You haven't got enough [src] to build \the [recipe.title]!"))
return
if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc))
to_chat(user, "<span class='warning'>There is another [recipe.title] here!</span>")
to_chat(user, span_warning("There is another [recipe.title] here!"))
return
if (recipe.on_floor && !isfloor(user.loc))
to_chat(user, "<span class='warning'>\The [recipe.title] must be constructed on the floor!</span>")
to_chat(user, span_warning("\The [recipe.title] must be constructed on the floor!"))
return
if (recipe.time)
to_chat(user, "<span class='notice'>Building [recipe.title] ...</span>")
to_chat(user, span_notice("Building [recipe.title] ..."))
if (!do_after(user, recipe.time))
return
@@ -396,7 +396,7 @@
continue
var/transfer = src.transfer_to(item)
if (transfer)
to_chat(user, "<span class='notice'>You add a new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s.</span>")
to_chat(user, span_notice("You add a new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."))
if(!amount)
break
@@ -404,7 +404,7 @@
if (user.get_inactive_hand() == src)
var/N = tgui_input_number(usr, "How many stacks of [src] would you like to split off? There are currently [amount].", "Split stacks", 1, amount, 1)
if(N != round(N))
to_chat(user, "<span class='warning'>You cannot separate a non-whole number of stacks!</span>")
to_chat(user, span_warning("You cannot separate a non-whole number of stacks!"))
return
if(N)
var/obj/item/stack/F = src.split(N)
@@ -12,15 +12,15 @@
/obj/item/stack/telecrystal/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(amount >= 5)
target.visible_message("<span class='warning'>\The [target] has been transported with \the [src] by \the [user].</span>")
target.visible_message(span_warning("\The [target] has been transported with \the [src] by \the [user]."))
safe_blink(target, 14)
use(5)
else
to_chat(user, "<span class='warning'>There are not enough telecrystals to do that.</span>")
to_chat(user, span_warning("There are not enough telecrystals to do that."))
/obj/item/stack/telecrystal/attack_self(mob/user as mob)
if(user.mind.accept_tcrystals) //Checks to see if antag type allows for tcrystals
to_chat(user, "<span class='notice'>You use \the [src], adding [src.amount] to your balance.</span>")
to_chat(user, span_notice("You use \the [src], adding [src.amount] to your balance."))
user.mind.tcrystals += amount
use(amount)
return
return
@@ -49,13 +49,13 @@
return
if(get_amount() < 4)
to_chat(user, "<span class='warning'>You need at least four tiles to do this.</span>")
to_chat(user, span_warning("You need at least four tiles to do this."))
return
if(WT.remove_fuel(0,user))
new welds_into(usr.loc)
usr.update_icon()
visible_message("<span class='notice'>\The [src] is shaped by [user.name] with the welding tool.</span>","You hear welding.")
visible_message(span_notice("\The [src] is shaped by [user.name] with the welding tool."),"You hear welding.")
var/obj/item/stack/tile/T = src
src = null
var/replace = (user.get_inactive_hand()==T)