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
@@ -25,19 +25,19 @@
name = "alien dispenser"
desc = "This looks like it dispenses... something?"
icon_state = "dispenser"
interaction_message = "<span class='warning'>You don't see any mechanism to operate this. Probably for the best.</span>"
interaction_message = span_warning("You don't see any mechanism to operate this. Probably for the best.")
/obj/structure/prop/alien/pod
name = "alien pod"
desc = "This seems to be a container for something."
icon_state = "experiment"
interaction_message = "<span class='warning'>You don't see any mechanism to open this thing. Probably for the best.</span>"
interaction_message = span_warning("You don't see any mechanism to open this thing. Probably for the best.")
/obj/structure/prop/alien/pod/open
name = "opened alien pod"
desc = "At one point, this probably contained something interesting..."
icon_state = "experiment-open"
interaction_message = "<span class='warning'>You don't see any mechanism to close this thing.</span>"
interaction_message = span_warning("You don't see any mechanism to close this thing.")
// Obtained by scanning both a void core and void cell.
@@ -89,7 +89,7 @@
name = "void core"
icon_state = "core"
desc = "An alien machine that seems to be producing energy seemingly out of nowhere."
interaction_message = "<span class='warning'>Messing with something that makes energy out of nowhere seems very unwise.</span>"
interaction_message = span_warning("Messing with something that makes energy out of nowhere seems very unwise.")
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_void_core)
/obj/item/prop/alien
@@ -3,15 +3,15 @@
desc = "The console flashes what appear to be symbols you've never seen before, intermixed with human writing moving too fast to comprehend."
icon = 'icons/obj/abductor_vr.dmi'
icon_state = "console-c"
interaction_message = "<span class='warning'>The screen flashes an 'access denied' message at you. Perhaps for the best.</span>"
interaction_message = span_warning("The screen flashes an 'access denied' message at you. Perhaps for the best.")
/obj/structure/prop/alien/pod/hybrid
name = "hybrid pod"
desc = "This seems to be a container for something."
icon = 'icons/obj/abductor_vr.dmi'
icon_state = "experiment"
interaction_message = "<span class='warning'>You don't see any mechanism to open this thing. Probably for the best.</span>"
interaction_message = span_warning("You don't see any mechanism to open this thing. Probably for the best.")
/obj/structure/prop/alien/dispenser/twoway
icon = 'icons/obj/abductor_vr.dmi'
icon_state = "dispenser_2way"
icon_state = "dispenser_2way"
@@ -24,7 +24,7 @@
var/dialID = null
var/obj/structure/prop/prismcontrol/remote_dial = null
interaction_message = "<span class='notice'>The prismatic turret seems to be able to rotate.</span>"
interaction_message = span_notice("The prismatic turret seems to be able to rotate.")
/obj/structure/prop/prism/Initialize()
if(degrees_from_north)
@@ -44,17 +44,17 @@
..()
if(rotation_lock)
to_chat(user, "<span class='warning'>\The [src] is locked at its current bearing.</span>")
to_chat(user, span_warning("\The [src] is locked at its current bearing."))
return
if(external_control_lock)
to_chat(user, "<span class='warning'>\The [src]'s motors resist your efforts to rotate it. You may need to find some form of controller.</span>")
to_chat(user, span_warning("\The [src]'s motors resist your efforts to rotate it. You may need to find some form of controller."))
return
var/confirm = tgui_alert(usr, "Do you want to try to rotate \the [src]?", "[name]", list("Yes", "No"))
if(confirm != "Yes")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
span_notice("[user.name] decides not to try turning \the [src]."),\
span_notice("You decide not to try turning \the [src]."))
return
var/new_bearing
@@ -62,7 +62,7 @@
new_bearing = tgui_input_number(usr, "What bearing do you want to rotate \the [src] to?", "[name]", 0, 360, 0)
new_bearing = round(new_bearing)
if(new_bearing <= -1 || new_bearing > 360)
to_chat(user, "<span class='warning'>Rotating \the [src] [new_bearing] degrees would be a waste of time.</span>")
to_chat(user, span_warning("Rotating \the [src] [new_bearing] degrees would be a waste of time."))
return
else
var/choice = tgui_input_list(usr, "What point do you want to set \the [src] to?", "[name]", compass_directions)
@@ -118,7 +118,7 @@
/obj/structure/prop/prism/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, redirect_type))
visible_message("<span class='danger'>\The [src] redirects \the [Proj]!</span>")
visible_message(span_danger("\The [src] redirects \the [Proj]!"))
flick("[initial(icon_state)]+glow", src)
var/new_x = (1 * round(10 * cos(degrees_from_north - 90))) + x //Vectors vectors vectors.
@@ -149,7 +149,7 @@
density = FALSE
anchored = TRUE
interaction_message = "<span class='notice'>The dial pulses as your hand nears it.</span>"
interaction_message = span_notice("The dial pulses as your hand nears it.")
var/list/my_turrets = list()
var/dialID = null
@@ -159,12 +159,12 @@
var/confirm = tgui_alert(usr, "Do you want to try to rotate \the [src]?", "[name]", list("Yes", "No"))
if(confirm != "Yes")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
span_notice("[user.name] decides not to try turning \the [src]."),\
span_notice("You decide not to try turning \the [src]."))
return
if(!my_turrets || !my_turrets.len)
to_chat(user, "<span class='notice'>\The [src] doesn't seem to do anything.</span>")
to_chat(user, span_notice("\The [src] doesn't seem to do anything."))
return
var/free_rotate = 1
@@ -179,7 +179,7 @@
new_bearing = tgui_input_number(usr, "What bearing do you want to rotate \the [src] to?", "[name]", 0, 360, 0)
new_bearing = round(new_bearing)
if(new_bearing <= -1 || new_bearing > 360)
to_chat(user, "<span class='warning'>Rotating \the [src] [new_bearing] degrees would be a waste of time.</span>")
to_chat(user, span_warning("Rotating \the [src] [new_bearing] degrees would be a waste of time."))
return
else
var/choice = tgui_input_list(usr, "What point do you want to set \the [src] to?", "[name]", compass_directions)
@@ -188,11 +188,11 @@
confirm = tgui_alert(usr, "Are you certain you want to rotate \the [src]?", "[name]", list("Yes", "No"))
if(confirm != "Yes")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
span_notice("[user.name] decides not to try turning \the [src]."),\
span_notice("You decide not to try turning \the [src]."))
return
to_chat(user, "<span class='notice'>\The [src] clicks into place.</span>")
to_chat(user, span_notice("\The [src] clicks into place."))
for(var/obj/structure/prop/prism/P in my_turrets)
P.rotate_auto(new_bearing)
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "bonfire"
density = TRUE
anchored = TRUE
interaction_message = "<span class='warning'>You feel like you shouldn't be sticking your nose into a wild animal's den.</span>"
interaction_message = span_warning("You feel like you shouldn't be sticking your nose into a wild animal's den.")
var/disturbance_spawn_chance = 20
var/last_spawn
@@ -54,7 +54,7 @@
var/mob/living/L = new spawn_choice(spawnpoint)
if(den_faction)
L.faction = den_faction
visible_message("<span class='warning'>\The [L] crawls out of \the [src].</span>")
visible_message(span_warning("\The [L] crawls out of \the [src]."))
den_mobs += L
tally++
@@ -37,7 +37,7 @@
var/timing = 0
var/time_limit = 1500 // In ticks. Ten is one second.
interaction_message = "<span class='notice'>The object remains inert to your touch.</span>"
interaction_message = span_notice("The object remains inert to your touch.")
/obj/structure/prop/lock/projectile/bullet_act(var/obj/item/projectile/Proj)
if(!istype(Proj, projectile_key) || timing)
@@ -45,7 +45,7 @@
if(istype(Proj, /obj/item/projectile/beam/heavylaser/cannon) || istype(Proj, /obj/item/projectile/beam/emitter) || (Proj.damage >= 80 && Proj.damtype == BURN))
toggle_lock()
visible_message("<span class='notice'>\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.</span>")
visible_message(span_notice("\The [src] [enabled ? "disengages" : "engages"] its locking mechanism."))
if(timed)
timing = 1
@@ -28,11 +28,11 @@
/obj/machinery/door/blast/puzzle/bullet_act(var/obj/item/projectile/Proj)
if(!istype(Proj, /obj/item/projectile/test))
visible_message("<span class='cult'>\The [src] is completely unaffected by \the [Proj].</span>")
visible_message(span_cult("\The [src] is completely unaffected by \the [Proj]."))
qdel(Proj) //No piercing. No.
/obj/machinery/door/blast/puzzle/ex_act(severity)
visible_message("<span class='cult'>\The [src] is completely unaffected by the blast.</span>")
visible_message(span_cult("\The [src] is completely unaffected by the blast."))
return
/obj/machinery/door/blast/puzzle/Initialize()
@@ -57,7 +57,7 @@
if(check_locks())
force_toggle(1, user)
else
to_chat(user, "<span class='notice'>\The [src] does not respond to your touch.</span>")
to_chat(user, span_notice("\The [src] does not respond to your touch."))
/obj/machinery/door/blast/puzzle/attackby(obj/item/C as obj, mob/user as mob)
if(istype(C, /obj/item))
@@ -65,14 +65,14 @@
if(istype(C,/obj/item/material/twohanded/fireaxe))
var/obj/item/material/twohanded/fireaxe/F = C
if(!F.wielded)
to_chat(user, "<span class='warning'>You need to be wielding \the [F] to do that.</span>")
to_chat(user, span_warning("You need to be wielding \the [F] to do that."))
return
if(check_locks())
force_toggle(1, user)
else
to_chat(user, "<span class='notice'>[src]'s arcane workings resist your effort.</span>")
to_chat(user, span_notice("[src]'s arcane workings resist your effort."))
return
else if(src.density && (user.a_intent == I_HURT))
@@ -80,10 +80,10 @@
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [W] with no visible effect.</span>")
user.visible_message(span_danger("\The [user] hits \the [src] with \the [W] with no visible effect."))
else if(istype(C, /obj/item/plastique))
to_chat(user, "<span class='danger'>On contacting \the [src], a flash of light envelops \the [C] as it is turned to ash. Oh.</span>")
to_chat(user, span_danger("On contacting \the [src], a flash of light envelops \the [C] as it is turned to ash. Oh."))
qdel(C)
return 0
+6 -6
View File
@@ -35,7 +35,7 @@
/obj/structure/cult/pylon/swarm/pylonhit(var/damage)
if(!isbroken)
if(prob(1 + damage * 3))
visible_message("<span class='danger'>[shatter_message]</span>")
visible_message(span_danger("[shatter_message]"))
STOP_PROCESSING(SSobj, src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
@@ -47,8 +47,8 @@
if(!isbroken)
if(prob(1 + damage * 3))
user.visible_message(
"<span class='danger'>[user] smashed \the [src]!</span>",
"<span class='warning'>You hit \the [src], and its crystal breaks apart!</span>",
span_danger("[user] smashed \the [src]!"),
span_warning("You hit \the [src], and its crystal breaks apart!"),
"You hear a tinkle of crystalline shards."
)
STOP_PROCESSING(SSobj, src)
@@ -115,7 +115,7 @@
/obj/structure/cult/pylon/swarm/defender/pylonhit(var/damage)
if(!isbroken)
if(prob(1 + damage * 3) && damage >= 25)
visible_message("<span class='danger'>[shatter_message]</span>")
visible_message(span_danger("[shatter_message]"))
STOP_PROCESSING(SSobj, src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
@@ -127,8 +127,8 @@
if(!isbroken)
if(prob(1 + damage * 2) && damage >= 15)
user.visible_message(
"<span class='danger'>[user] smashed \the [src]!</span>",
"<span class='warning'>You hit \the [src], and its crystal breaks apart!</span>",
span_danger("[user] smashed \the [src]!"),
span_warning("You hit \the [src], and its crystal breaks apart!"),
"You hear a tinkle of crystalline shards."
)
STOP_PROCESSING(SSobj, src)