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
+7 -7
View File
@@ -22,7 +22,7 @@
return
else if(istype(get_area(src), /area/shuttle))
to_chat(user, "<span class='warning'>\The [src] cannot be constructed on a shuttle.</span>")
to_chat(user, span_warning("\The [src] cannot be constructed on a shuttle."))
return
if(W.has_tool_quality(TOOL_WRENCH))
switch(state)
@@ -41,14 +41,14 @@
"You hear a ratchet")
src.anchored = FALSE
if(CONSTRUCTION_WELDED)
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded.</span>")
to_chat(user, span_warning("\The [src] needs to be unwelded."))
return
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weldingtool/WT = W.get_welder()
switch(state)
if(CONSTRUCTION_UNANCHORED)
to_chat(user, "<span class='warning'>The refinforcing bolts need to be secured.</span>")
to_chat(user, span_warning("The refinforcing bolts need to be secured."))
if(CONSTRUCTION_WRENCHED)
if(WT.remove_fuel(0, user))
playsound(src, 'sound/items/Welder2.ogg', 50, 1)
@@ -61,7 +61,7 @@
to_chat(user, "You weld \the [src] to the floor.")
try_construct(user)
else
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
to_chat(user, span_warning("You need more welding fuel to complete this task."))
if(CONSTRUCTION_WELDED)
if(WT.remove_fuel(0, user))
playsound(src, 'sound/items/Welder2.ogg', 50, 1)
@@ -73,7 +73,7 @@
state = CONSTRUCTION_WRENCHED
to_chat(user, "You cut \the [src] free from the floor.")
else
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
to_chat(user, span_warning("You need more welding fuel to complete this task."))
return
// Try to construct this into a real stairway.
@@ -92,7 +92,7 @@
if(direction == DOWN && (src.z in using_map.below_blocked_levels)) continue
if(direction == UP && (LA.z in using_map.below_blocked_levels)) continue
if(LA.state != CONSTRUCTION_WELDED)
to_chat(user, "<span class='warning'>\The [LA] [direction == UP ? "above" : "below"] must be secured and welded.</span>")
to_chat(user, span_warning("\The [LA] [direction == UP ? "above" : "below"] must be secured and welded."))
return
if(direction == UP)
above = LA
@@ -100,7 +100,7 @@
below = LA
if(!above && !below)
to_chat(user, "<span class='notice'>\The [src] is ready to be connected to from above or below.</span>")
to_chat(user, span_notice("\The [src] is ready to be connected to from above or below."))
return
// Construct them from bottom to top, because they initialize from top to bottom.
+6 -6
View File
@@ -52,7 +52,7 @@
if(!target_ladder)
return
if(!(M.loc == loc) && !M.Move(get_turf(src)))
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
to_chat(M, span_notice("You fail to reach \the [src]."))
return
climbLadder(M, target_ladder)
@@ -68,7 +68,7 @@
/obj/structure/ladder/proc/getTargetLadder(var/mob/M)
if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
to_chat(M, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>")
to_chat(M, span_notice("\The [src] is incomplete and can't be climbed."))
return
if(target_down && target_up)
var/direction = tgui_alert(M,"Do you want to go up or down?", "Ladder", list("Up", "Down", "Cancel"))
@@ -89,10 +89,10 @@
/mob/proc/may_climb_ladders(var/ladder)
if(!Adjacent(ladder))
to_chat(src, "<span class='warning'>You need to be next to \the [ladder] to start climbing.</span>")
to_chat(src, span_warning("You need to be next to \the [ladder] to start climbing."))
return FALSE
if(incapacitated())
to_chat(src, "<span class='warning'>You are physically unable to climb \the [ladder].</span>")
to_chat(src, span_warning("You are physically unable to climb \the [ladder]."))
return FALSE
return TRUE
@@ -105,13 +105,13 @@
"You begin climbing [direction] \the [src]!",
"You hear the grunting and clanging of a metal ladder being used.")
target_ladder.audible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>", runemessage = "clank clank")
target_ladder.audible_message(span_notice("You hear something coming [direction] \the [src]"), runemessage = "clank clank")
if(do_after(M, climb_time, src))
var/turf/T = get_turf(target_ladder)
for(var/atom/A in T)
if(!A.CanPass(M, M.loc, 1.5, 0))
to_chat(M, "<span class='notice'>\The [A] is blocking \the [src].</span>")
to_chat(M, span_notice("\The [A] is blocking \the [src]."))
return FALSE
return M.forceMove(T) //VOREStation Edit - Fixes adminspawned ladders
+59 -59
View File
@@ -3,14 +3,14 @@
set category = "IC"
if(zMove(UP))
to_chat(src, "<span class='notice'>You move upwards.</span>")
to_chat(src, span_notice("You move upwards."))
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN))
to_chat(src, "<span class='notice'>You move down.</span>")
to_chat(src, span_notice("You move down."))
/mob/proc/zMove(direction)
if(eyeobj)
@@ -20,17 +20,17 @@
return mech.relaymove(src,direction)
if(!can_ztravel())
to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
to_chat(src, span_warning("You lack means of travel in that direction."))
return
var/turf/start = loc
if(!istype(start))
to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
to_chat(src, span_notice("You are unable to move from here."))
return 0
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(!destination)
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, span_notice("There is nothing of interest in this direction."))
return 0
if(is_incorporeal())
@@ -43,27 +43,27 @@
return ladder.climbLadder(src, (direction == UP ? ladder.target_up : ladder.target_down))
if(!start.CanZPass(src, direction))
to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
to_chat(src, span_warning("\The [start] is in the way."))
return 0
if(direction == DOWN)
var/turf/simulated/floor/water/deep/ocean/diving/sink = start
if(istype(sink) && !destination.density)
var/pull_up_time = max(3 SECONDS + (src.movement_delay() * 10), 1)
to_chat(src, "<span class='notice'>You start diving underwater...</span>")
src.audible_message("<span class='notice'>[src] begins to dive under the water.</span>", runemessage = "splish splosh")
to_chat(src, span_notice("You start diving underwater..."))
src.audible_message(span_notice("[src] begins to dive under the water."), runemessage = "splish splosh")
if(do_after(src, pull_up_time))
to_chat(src, "<span class='notice'>You reach the sea floor.</span>")
to_chat(src, span_notice("You reach the sea floor."))
else
to_chat(src, "<span class='warning'>You stopped swimming downwards.</span>")
to_chat(src, span_warning("You stopped swimming downwards."))
return 0
else if(!destination.CanZPass(src, direction)) // one for the down and non-special case
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
to_chat(src, span_warning("\The [destination] blocks your way."))
return 0
else if(!destination.CanZPass(src, direction)) // and one for up
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
to_chat(src, span_warning("\The [destination] blocks your way."))
return 0
@@ -76,65 +76,65 @@
if(lattice)
var/pull_up_time = max(5 SECONDS + (src.movement_delay() * 10), 1)
to_chat(src, "<span class='notice'>You grab \the [lattice] and start pulling yourself upward...</span>")
src.audible_message("<span class='notice'>[src] begins climbing up \the [lattice].</span>", runemessage = "clank clang")
to_chat(src, span_notice("You grab \the [lattice] and start pulling yourself upward..."))
src.audible_message(span_notice("[src] begins climbing up \the [lattice]."), runemessage = "clank clang")
if(do_after(src, pull_up_time))
to_chat(src, "<span class='notice'>You pull yourself up.</span>")
to_chat(src, span_notice("You pull yourself up."))
else
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
to_chat(src, span_warning("You gave up on pulling yourself up."))
return 0
else if(istype(surface))
var/pull_up_time = max(5 SECONDS + (src.movement_delay() * 10), 1)
to_chat(src, "<span class='notice'>You start swimming upwards...</span>")
src.audible_message("<span class='notice'>[src] begins to swim towards the surface.</span>", runemessage = "splish splosh")
to_chat(src, span_notice("You start swimming upwards..."))
src.audible_message(span_notice("[src] begins to swim towards the surface."), runemessage = "splish splosh")
if(do_after(src, pull_up_time))
to_chat(src, "<span class='notice'>You reach the surface.</span>")
to_chat(src, span_notice("You reach the surface."))
else
to_chat(src, "<span class='warning'>You stopped swimming upwards.</span>")
to_chat(src, span_warning("You stopped swimming upwards."))
return 0
else if(catwalk?.hatch_open)
var/pull_up_time = max(5 SECONDS + (src.movement_delay() * 10), 1)
to_chat(src, "<span class='notice'>You grab the edge of \the [catwalk] and start pulling yourself upward...</span>")
to_chat(src, span_notice("You grab the edge of \the [catwalk] and start pulling yourself upward..."))
var/old_dest = destination
destination = get_step(destination, dir) // mob's dir
if(!destination?.Enter(src, old_dest))
to_chat(src, "<span class='notice'>There's something in the way up above in that direction, try another.</span>")
to_chat(src, span_notice("There's something in the way up above in that direction, try another."))
return 0
src.audible_message("<span class='notice'>[src] begins climbing up \the [lattice].</span>", runemessage = "clank clang")
src.audible_message(span_notice("[src] begins climbing up \the [lattice]."), runemessage = "clank clang")
if(do_after(src, pull_up_time))
to_chat(src, "<span class='notice'>You pull yourself up.</span>")
to_chat(src, span_notice("You pull yourself up."))
else
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
to_chat(src, span_warning("You gave up on pulling yourself up."))
return 0
else if(isliving(src)) //VOREStation Edit Start. Are they a mob, and are they currently flying??
var/mob/living/H = src
if(H.flying)
if(H.incapacitated(INCAPACITATION_ALL))
to_chat(src, "<span class='notice'>You can't fly in your current state.</span>")
to_chat(src, span_notice("You can't fly in your current state."))
H.stop_flying() //Should already be done, but just in case.
return 0
var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat. Could make this variable somehow, but that's down the road.
to_chat(src, "<span class='notice'>You begin to fly upwards...</span>")
H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!</span>", runemessage = "flap flap")
to_chat(src, span_notice("You begin to fly upwards..."))
H.audible_message(span_notice("[H] begins to flap \his wings, preparing to move upwards!"), runemessage = "flap flap")
if(do_after(H, fly_time) && H.flying)
to_chat(src, "<span class='notice'>You fly upwards.</span>")
to_chat(src, span_notice("You fly upwards."))
else
to_chat(src, "<span class='warning'>You stopped flying upwards.</span>")
to_chat(src, span_warning("You stopped flying upwards."))
return 0
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
to_chat(src, span_warning("Gravity stops you from moving upward."))
return 0 //VOREStation Edit End.
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
to_chat(src, span_warning("Gravity stops you from moving upward."))
return 0
for(var/atom/A in destination)
if(!A.CanPass(src, start, 1.5, 0))
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
to_chat(src, span_warning("\The [A] blocks you."))
return 0
if(!Move(destination))
return 0
@@ -146,9 +146,9 @@
for(var/obj/item/grab/G in list(L.l_hand, L.r_hand))
pulling |= G.affecting
if(direction == UP)
src.audible_message("<span class='notice'>[src] moves up.</span>")
src.audible_message(span_notice("[src] moves up."))
else if(direction == DOWN)
src.audible_message("<span class='notice'>[src] moves down.</span>")
src.audible_message(span_notice("[src] moves down."))
for(var/atom/movable/P in pulling)
P.forceMove(destination)
return 1
@@ -169,14 +169,14 @@
if(destination)
forceMove(destination)
else
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, span_notice("There is nothing of interest in this direction."))
/mob/observer/eye/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
setLoc(destination)
else
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, span_notice("There is nothing of interest in this direction."))
/mob/proc/can_ztravel()
return 0
@@ -293,14 +293,14 @@
L.stop_flying()
//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
else if(L.nutrition < 300 && L.nutrition > 299.4) //290 would be risky, as metabolism could mess it up. Let's do 289.
to_chat(L, "<span class='danger'>You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!</span>") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
to_chat(L, span_danger("You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!")) //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
L.adjust_nutrition(-0.5)
return
else if(L.nutrition < 100 && L.nutrition > 99.4)
to_chat(L, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
to_chat(L, span_danger("You're seriously fatigued! You need to get to the ground immediately and eat before you fall!"))
return
else if(L.nutrition < 10) //Should have listened to the warnings!
to_chat(L, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
to_chat(L, span_danger("You lack the strength to keep yourself up in the air..."))
L.stop_flying()
else
return
@@ -439,7 +439,7 @@
/atom/movable/proc/find_fall_target(var/turf/oldloc, var/turf/landing)
if(isopenspace(oldloc))
oldloc.visible_message("<span class='notice'>\The [src] falls down through \the [oldloc]!</span>", "<span class='notice'>You hear something falling through the air.</span>")
oldloc.visible_message(span_notice("\The [src] falls down through \the [oldloc]!"), span_notice("You hear something falling through the air."))
// If the turf has density, we give it first dibs
if (landing.density && landing.CheckFall(src))
@@ -527,27 +527,27 @@
safe_fall = TRUE
if(planetary && src.CanParachute())
if(!silent)
visible_message("<span class='warning'>\The [src] glides in from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
visible_message(span_warning("\The [src] glides in from above and lands on \the [landing]!"), \
span_danger("You land on \the [landing]!"), \
"You hear something land \the [landing].")
return
else if(!planetary && safe_fall) // Falling one floor and falling one atmosphere are very different things
if(!silent)
visible_message("<span class='warning'>\The [src] falls from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
visible_message(span_warning("\The [src] falls from above and lands on \the [landing]!"), \
span_danger("You land on \the [landing]!"), \
"You hear something land \the [landing].")
return
else
if(!silent)
if(planetary)
visible_message("<span class='danger'><font size='3'>\A [src] falls out of the sky and crashes into \the [landing]!</font></span>", \
"<span class='danger'><font size='3'> You fall out of the sky and crash into \the [landing]!</font></span>", \
visible_message(span_danger("<font size='3'>\A [src] falls out of the sky and crashes into \the [landing]!</font>"), \
span_danger("<font size='3'> You fall out of the sky and crash into \the [landing]!</font>"), \
"You hear something slam into \the [landing].")
var/turf/T = get_turf(landing)
explosion(T, 0, 1, 2)
else
visible_message("<span class='warning'>\The [src] falls from above and slams into \the [landing]!</span>", \
"<span class='danger'>You fall off and hit \the [landing]!</span>", \
visible_message(span_warning("\The [src] falls from above and slams into \the [landing]!"), \
span_danger("You fall off and hit \the [landing]!"), \
"You hear something slam into \the [landing].")
playsound(src, "punch", 25, 1, -1)
@@ -609,7 +609,7 @@
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, loc)
if(lattice)
// Lattices seem a bit too flimsy to hold up a massive exosuit.
lattice.visible_message("<span class='danger'>\The [lattice] collapses under the weight of \the [src]!</span>")
lattice.visible_message(span_danger("\The [lattice] collapses under the weight of \the [src]!"))
qdel(lattice)
// Then call parent to have us actually fall
@@ -618,7 +618,7 @@
/obj/mecha/fall_impact(var/atom/hit_atom, var/damage_min = 15, var/damage_max = 30, var/silent = FALSE, var/planetary = FALSE)
// Anything on the same tile as the landing tile is gonna have a bad day.
for(var/mob/living/L in hit_atom.contents)
L.visible_message("<span class='danger'>\The [src] crushes \the [L] as it lands on them!</span>")
L.visible_message(span_danger("\The [src] crushes \the [L] as it lands on them!"))
L.adjustBruteLoss(rand(70, 100))
L.Weaken(8)
@@ -626,27 +626,27 @@
if(planetary && src.CanParachute())
if(!silent)
visible_message("<span class='warning'>\The [src] glides in from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
visible_message(span_warning("\The [src] glides in from above and lands on \the [landing]!"), \
span_danger("You land on \the [landing]!"), \
"You hear something land \the [landing].")
return
else if(!planetary && src.softfall) // Falling one floor and falling one atmosphere are very different things
if(!silent)
visible_message("<span class='warning'>\The [src] falls from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
visible_message(span_warning("\The [src] falls from above and lands on \the [landing]!"), \
span_danger("You land on \the [landing]!"), \
"You hear something land \the [landing].")
return
else
if(!silent)
if(planetary)
visible_message("<span class='danger'><font size='3'>\A [src] falls out of the sky and crashes into \the [landing]!</font></span>", \
"<span class='danger'><font size='3'> You fall out of the skiy and crash into \the [landing]!</font></span>", \
visible_message(span_danger("<font size='3'>\A [src] falls out of the sky and crashes into \the [landing]!</font>"), \
span_danger("<font size='3'> You fall out of the skiy and crash into \the [landing]!</font>"), \
"You hear something slam into \the [landing].")
var/turf/T = get_turf(landing)
explosion(T, 0, 1, 2)
else
visible_message("<span class='warning'>\The [src] falls from above and slams into \the [landing]!</span>", \
"<span class='danger'>You fall off and hit \the [landing]!</span>", \
visible_message(span_warning("\The [src] falls from above and slams into \the [landing]!"), \
span_danger("You fall off and hit \the [landing]!"), \
"You hear something slam into \the [landing].")
playsound(src, "punch", 25, 1, -1)
+4 -4
View File
@@ -48,11 +48,11 @@
pred.loc = fallloc
if(!safe_fall)
pred.Weaken(8)
pred.visible_message("<span class='vdanger'>\The [pred] falls right onto \the [prey]!</span>")
pred.visible_message(span_vdanger("\The [pred] falls right onto \the [prey]!"))
else if(prey.vore_selected && prey.can_be_drop_pred && pred.can_be_drop_prey && pred.drop_vore && prey.drop_vore)
prey.feed_grabbed_to_self_falling_nom(prey,pred)
prey.Weaken(4)
prey.visible_message("<span class='vdanger'>\The [pred] falls right into \the [prey]!</span>")
prey.visible_message(span_vdanger("\The [pred] falls right into \the [prey]!"))
else
pred.loc = prey.loc
if(!safe_fall)
@@ -66,9 +66,9 @@
prey.adjustBruteLoss(tdamage)
pred.updatehealth()
prey.updatehealth()
pred.visible_message("<span class='danger'>\The [pred] falls onto \the [prey]!</span>")
pred.visible_message(span_danger("\The [pred] falls onto \the [prey]!"))
else
pred.visible_message("<span class='notice'>\The [pred] safely brushes past \the [prey] as they land.</span>")
pred.visible_message(span_notice("\The [pred] safely brushes past \the [prey] as they land."))
return 1
/mob/observer/dead/CheckFall()
+2 -2
View File
@@ -78,7 +78,7 @@
else return 1
/obj/machinery/atmospherics/pipe/zpipe/proc/burst()
src.visible_message("<span class='warning'>\The [src] bursts!</span>");
src.visible_message(span_warning("\The [src] bursts!"));
playsound(src, 'sound/effects/bang.ogg', 25, 1)
var/datum/effect/effect/system/smoke_spread/smoke = new
smoke.set_up(1,0, src.loc, 0)
@@ -272,4 +272,4 @@
piping_layer = PIPING_LAYER_AUX
layer = PIPES_AUX_LAYER
icon_connect_type = "-aux"
color = PIPE_COLOR_CYAN
color = PIPE_COLOR_CYAN
+6 -6
View File
@@ -36,7 +36,7 @@
return
if(!target)
if(isliving(user))
to_chat(user, "<span class='notice'>Your hand scatters \the [src]...</span>")
to_chat(user, span_notice("Your hand scatters \the [src]..."))
qdel(src) //Delete portals which aren't set that people mess with.
else return //do not send ghosts, zshadows, ai eyes, etc
else if(isliving(user) || istype(user, /mob/observer/dead) && user?.client?.holder) //unless they're staff
@@ -45,7 +45,7 @@
/obj/structure/portal_event/attack_ghost(var/mob/observer/dead/user)
if(!target && user?.client?.holder)
to_chat(user, "<span class='notice'>Selecting 'Portal Here' will create and link a portal at your location, while 'Target Here' will create an object that is only visible to ghosts which will act as the target, again at your location. Each option will give you the ability to change portal types, but for all options except 'Select Type' you only get one shot at it, so be sure to experiment with 'Select Type' first if you're not familiar with them.</span>")
to_chat(user, span_notice("Selecting 'Portal Here' will create and link a portal at your location, while 'Target Here' will create an object that is only visible to ghosts which will act as the target, again at your location. Each option will give you the ability to change portal types, but for all options except 'Select Type' you only get one shot at it, so be sure to experiment with 'Select Type' first if you're not familiar with them."))
var/response = tgui_alert(user, "You appear to be staff. This portal has no exit point. If you want to make one, move to where you want it to go, and click the appropriate option, see chat for more info, otherwise click 'Cancel'", "Unbound Portal", list("Cancel","Portal Here","Target Here", "Select Type"))
if(response == "Portal Here")
target = new type(get_turf(user), src)
@@ -112,7 +112,7 @@
if (M.anchored&&istype(M, /obj/mecha))
return
if (!target)
to_chat(M, "<span class='notice'>\The [src] scatters as you pass through it...</span>")
to_chat(M, span_notice("\The [src] scatters as you pass through it..."))
qdel(src)
return
if (!istype(M, /atom/movable))
@@ -132,7 +132,7 @@
if(portalfind)
var/possible_turfs = place.AdjacentTurfs()
if(isemptylist(possible_turfs))
to_chat(M, "<span class='notice'>Something blocks your way.</span>")
to_chat(M, span_notice("Something blocks your way."))
return
temptarg = pick(possible_turfs)
do_safe_teleport(M, temptarg, 0)
@@ -216,7 +216,7 @@
sleep(1)
MI.Paralyse(10)
MI << 'sound/effects/bamf.ogg'
to_chat(MI,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
to_chat(MI,span_warning("You're starting to come to. You feel like you've been out for a few minutes, at least..."))
for(var/obj/item/I in L)
if(istype(I,/obj/item/implant) || istype(I,/obj/item/nif))
continue
@@ -226,5 +226,5 @@
sleep(1)
L.Paralyse(10)
L << 'sound/effects/bamf.ogg'
to_chat(L,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
to_chat(L,span_warning("You're starting to come to. You feel like you've been out for a few minutes, at least..."))
return
+2 -2
View File
@@ -105,7 +105,7 @@ GLOBAL_DATUM_INIT(openspace_backdrop_one_for_all, /atom/movable/openspace_backdr
return
var/obj/item/stack/rods/R = C
if (R.use(1))
to_chat(user, "<span class='notice'>Constructing support lattice ...</span>")
to_chat(user, span_notice("Constructing support lattice ..."))
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
return
@@ -122,7 +122,7 @@ GLOBAL_DATUM_INIT(openspace_backdrop_one_for_all, /atom/movable/openspace_backdr
ChangeTurf(/turf/simulated/floor/airless)
return
else
to_chat(user, "<span class='warning'>The plating is going to need some support.</span>")
to_chat(user, span_warning("The plating is going to need some support."))
//To lay cable.
if(istype(C, /obj/item/stack/cable_coil))