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
@@ -291,13 +291,13 @@
/obj/item/gun/projectile/automatic/l6_saw/special_check(mob/user)
if(cover_open)
to_chat(user, "<span class='warning'>[src]'s cover is open! Close it before firing!</span>")
to_chat(user, span_warning("[src]'s cover is open! Close it before firing!"))
return 0
return ..()
/obj/item/gun/projectile/automatic/l6_saw/proc/toggle_cover(mob/user)
cover_open = !cover_open
to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
to_chat(user, span_notice("You [cover_open ? "open" : "close"] [src]'s cover."))
update_icon()
update_held_icon()
@@ -324,13 +324,13 @@
/obj/item/gun/projectile/automatic/l6_saw/load_ammo(var/obj/item/A, mob/user)
if(!cover_open)
to_chat(user, "<span class='warning'>You need to open the cover to load [src].</span>")
to_chat(user, span_warning("You need to open the cover to load [src]."))
return
..()
/obj/item/gun/projectile/automatic/l6_saw/unload_ammo(mob/user, var/allow_dump=1)
if(!cover_open)
to_chat(user, "<span class='warning'>You need to open the cover to unload [src].</span>")
to_chat(user, span_warning("You need to open the cover to unload [src]."))
return
..()
@@ -69,14 +69,14 @@
/obj/item/gun/projectile/shotgun/pump/rifle/ceremonial/attackby(var/obj/item/A as obj, mob/user as mob)
if(sawn_off)
to_chat(user, "<span class='warning'>The [src] is already shortened!</span>")
to_chat(user, span_warning("The [src] is already shortened!"))
return
if(istype(A, /obj/item/surgical/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL)
to_chat(user, "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>")
to_chat(user, span_notice("You begin to shorten the barrel and stock of \the [src]."))
if(loaded.len)
afterattack(user, user)
playsound(src, fire_sound, 50, 1)
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
user.visible_message(span_danger("[src] goes off!"), span_danger("The rifle goes off in your face!"))
return
if(do_after(user, 30))
if(sawn_off)
@@ -91,7 +91,7 @@
name = "sawn-off rifle"
desc = "The firepower of a rifle, now the size of a pistol, with an effective combat range of about three feet. Uses 7.62mm rounds."
pump_animation = "sawn_rifle-cycling"
to_chat(user, "<span class='warning'>You shorten the barrel and stock of \the [src]!</span>")
to_chat(user, span_warning("You shorten the barrel and stock of \the [src]!"))
sawn_off = TRUE
else
..()
@@ -147,4 +147,4 @@
/obj/item/gun/projectile/shotgun/pump/rifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
set popup_menu = 1
@@ -30,20 +30,20 @@
loaded -= C
if(!retracted_bolt)
to_chat(user, "<span class='notice'>You cycle back the bolt on [src], ejecting the casing and allowing you to reload.</span>")
to_chat(user, span_notice("You cycle back the bolt on [src], ejecting the casing and allowing you to reload."))
icon_state = icon_retracted
retracted_bolt = 1
return 1
else if(retracted_bolt && loaded.len)
to_chat(user, "<span class='notice'>You cycle the loaded round into the chamber, allowing you to fire.</span>")
to_chat(user, span_notice("You cycle the loaded round into the chamber, allowing you to fire."))
else
to_chat(user, "<span class='notice'>You cycle the boly back into position, leaving the gun empty.</span>")
to_chat(user, span_notice("You cycle the boly back into position, leaving the gun empty."))
icon_state = initial(icon_state)
retracted_bolt = 0
/obj/item/gun/projectile/contender/load_ammo(var/obj/item/A, mob/user)
if(!retracted_bolt)
to_chat(user, "<span class='notice'>You can't load [src] without cycling the bolt.</span>")
to_chat(user, span_notice("You can't load [src] without cycling the bolt."))
return
..()
@@ -56,4 +56,4 @@
tactical look. For when you really want to make a hole. This one has been \
modified to work almost like a bolt-action. Uses .357 rounds."
icon_state = "pockrifle_b"
icon_retracted = "pockrifle_b-e"
icon_retracted = "pockrifle_b-e"
@@ -102,11 +102,11 @@
/obj/item/gun/projectile/dartgun/examine(mob/user)
. = ..()
if(beakers.len)
. += "<span class='notice'>[src] contains:</span>"
. += span_notice("[src] contains:")
for(var/obj/item/reagent_containers/glass/beaker/B in beakers)
if(B.reagents && B.reagents.reagent_list.len)
for(var/datum/reagent/R in B.reagents.reagent_list)
. += "<span class='notice'>[R.volume] units of [R.name]</span>"
. += span_notice("[R.volume] units of [R.name]")
/obj/item/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/reagent_containers/glass))
@@ -41,7 +41,7 @@
if(!M.mind) return 0
var/job = M.mind.assigned_role
if(job != JOB_DETECTIVE && job != JOB_SECURITY_OFFICER && job != JOB_WARDEN && job != JOB_HEAD_OF_SECURITY )
to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
return 0
var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
@@ -234,7 +234,7 @@
if(!user.item_is_in_hands(src))
..()
return
to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
to_chat(user, span_notice("You unscrew [silenced] from [src]."))
user.put_in_hands(silenced)
silenced = 0
w_class = ITEMSIZE_SMALL
@@ -245,10 +245,10 @@
/obj/item/gun/projectile/pistol/attackby(obj/item/I as obj, mob/living/user as mob)
if(istype(I, /obj/item/silencer))
if(!user.item_is_in_hands(src)) //if we're not in his hands
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
to_chat(user, span_notice("You'll need [src] in your hands to do that."))
return
user.drop_item()
to_chat(user, "<span class='notice'>You screw [I] onto [src].</span>")
to_chat(user, span_notice("You screw [I] onto [src]."))
silenced = I //dodgy?
w_class = ITEMSIZE_NORMAL
I.loc = src //put the silencer into the gun
@@ -290,7 +290,7 @@
if(!user.item_is_in_hands(src))
..()
return
to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
to_chat(user, span_notice("You unscrew [silenced] from [src]."))
user.put_in_hands(silenced)
silenced = 0
update_icon()
@@ -300,10 +300,10 @@
/obj/item/gun/projectile/aps/attackby(obj/item/I as obj, mob/living/user as mob)
if(istype(I, /obj/item/silencer))
if(!user.item_is_in_hands(src)) //if we're not in his hands
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
to_chat(user, span_notice("You'll need [src] in your hands to do that."))
return
user.drop_item()
to_chat(user, "<span class='notice'>You screw [I] onto [src].</span>")
to_chat(user, span_notice("You screw [I] onto [src]."))
silenced = I //dodgy?
I.loc = src //put the silencer into the gun
update_icon()
@@ -24,8 +24,8 @@
set category = "Object"
chamber_offset = 0
visible_message("<span class='warning'>\The [usr] spins the cylinder of \the [src]!</span>", \
"<span class='notice'>You hear something metallic spin and click.</span>")
visible_message(span_warning("\The [usr] spins the cylinder of \the [src]!"), \
span_notice("You hear something metallic spin and click."))
playsound(src, 'sound/weapons/revolver_spin.ogg', 100, 1)
loaded = shuffle(loaded)
if(rand(1,max_shells) > loaded.len)
@@ -64,7 +64,7 @@
var/mob/M = usr
if(!M.mind) return 0
if(!M.mind.assigned_role == JOB_DETECTIVE)
to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
return 0
var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
@@ -92,7 +92,7 @@
if(!M.mind) return 0
var/job = M.mind.assigned_role
if(job != JOB_DETECTIVE)
to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
return 0
var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
@@ -253,7 +253,7 @@
if(!M.mind)
return 0
to_chat(M, "<span class='notice'>You change the firing mode on \the [src].</span>")
to_chat(M, span_notice("You change the firing mode on \the [src]."))
if(!flipped_firing)
if(max_shells && secondary_max_shells)
max_shells = secondary_max_shells
@@ -292,8 +292,8 @@
set category = "Object"
chamber_offset = 0
visible_message("<span class='warning'>\The [usr] spins the cylinder of \the [src]!</span>", \
"<span class='notice'>You hear something metallic spin and click.</span>")
visible_message(span_warning("\The [usr] spins the cylinder of \the [src]!"), \
span_notice("You hear something metallic spin and click."))
playsound(src, 'sound/weapons/revolver_spin.ogg', 100, 1)
if(!flipped_firing)
loaded = shuffle(loaded)
@@ -163,7 +163,7 @@
options["Blued"] = "dshotgun_b"
var/choice = tgui_input_list(M,"Choose your sprite!","Resprite Gun", options)
if(sawn_off)
to_chat(M, "<span class='warning'>The [src] is already shortened and cannot be resprited!</span>")
to_chat(M, span_warning("The [src] is already shortened and cannot be resprited!"))
return
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
@@ -174,14 +174,14 @@
//this is largely hacky and bad :( -Pete //less hacky and bad now :) -Ghost
/obj/item/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
if(sawn_off)
to_chat(user, "<span class='warning'>The [src] is already shortened!</span>")
to_chat(user, span_warning("The [src] is already shortened!"))
return
if(istype(A, /obj/item/surgical/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/pickaxe/plasmacutter))
to_chat(user, "<span class='notice'>You begin to shorten the barrel of \the [src].</span>")
to_chat(user, span_notice("You begin to shorten the barrel of \the [src]."))
if(loaded.len)
var/burstsetting = burst
burst = 2
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
user.visible_message(span_danger("The shotgun goes off!"), span_danger("The shotgun goes off in your face!"))
Fire_userless(user)
user.hud_used.update_ammo_hud(user, src) // TGMC Ammo HUD Port
burst = burstsetting
@@ -200,7 +200,7 @@
slot_flags |= (SLOT_BELT|SLOT_HOLSTER) // but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not.
name = "sawn-off shotgun"
desc = "Omar's coming!"
to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
to_chat(user, span_warning("You shorten the barrel of \the [src]!"))
sawn_off = TRUE
else
..()
@@ -233,4 +233,3 @@
load_method = SINGLE_CASING
max_shells = 5
ammo_type = /obj/item/ammo_casing/a12g/beanbag
@@ -45,8 +45,8 @@
var/mob/living/user = loc
stock = !stock
if(stock)
user.visible_message("<span class='warning'>With a fluid movement, [user] unfolds their shotgun's stock and foregrip.</span>",\
"<span class='warning'>You unfold the shotgun's stock and foregrip.</span>",\
user.visible_message(span_warning("With a fluid movement, [user] unfolds their shotgun's stock and foregrip."),\
span_warning("You unfold the shotgun's stock and foregrip."),\
"You hear an ominous click.")
icon_state = "compshot"
item_state = icon_state
@@ -55,7 +55,7 @@
recoil = 1 //As above, stock and foregrip would help with the kick
else
user.visible_message("<b>\The [user]</b> collapses their shotgun's stock and fold it's foregrip.",\
"<span class='notice'>You fold the shotgun's stock and foregrip.</span>",\
span_notice("You fold the shotgun's stock and foregrip."),\
"You hear a click.")
icon_state = "compshotc"
item_state = icon_state
@@ -82,7 +82,7 @@
if (isliving(usr))
toggle_stock()
else
to_chat(usr, "<span class='notice'>You cannot do this in your current state.</span>")
to_chat(usr, span_notice("You cannot do this in your current state."))
/obj/item/gun/projectile/shotgun/compact/attack_self(mob/user as mob)
@@ -92,7 +92,7 @@
if (isliving(usr))
toggle_stock()
else
to_chat(usr, "<span class='notice'>You cannot do this in your current state.</span>")
to_chat(usr, span_notice("You cannot do this in your current state."))
/obj/item/gun/projectile/shotgun/compact/ui_action_click()
var/mob/living/user = loc
@@ -51,20 +51,20 @@
/obj/item/gun/projectile/smartgun/load_ammo(var/obj/item/A, mob/user)
if(closed)
to_chat(user, "<span class='warning'>[src] can't be loaded until you un-ready it. (Alt-click)</span>")
to_chat(user, span_warning("[src] can't be loaded until you un-ready it. (Alt-click)"))
return
return ..()
/obj/item/gun/projectile/smartgun/unload_ammo(mob/user, var/allow_dump=0)
if(closed)
to_chat(user, "<span class='warning'>[src] can't be unloaded until you un-ready it. (Alt-click)</span>")
to_chat(user, span_warning("[src] can't be unloaded until you un-ready it. (Alt-click)"))
return
return ..()
/obj/item/gun/projectile/smartgun/AltClick(mob/user)
if(ishuman(user) && !user.incapacitated() && Adjacent(user))
if(cycling)
to_chat(user, "<span class='warning'>[src] is still cycling!</span>")
to_chat(user, span_warning("[src] is still cycling!"))
return
cycling = TRUE
@@ -72,11 +72,11 @@
if(closed)
icon_state = "[initial(icon_state)]_open"
playsound(src, 'sound/weapons/smartgunopen.ogg', 75, 0)
to_chat(user, "<span class='notice'>You unready [src] so that it can be reloaded.</span>")
to_chat(user, span_notice("You unready [src] so that it can be reloaded."))
else
icon_state = "[initial(icon_state)]_closed"
playsound(src, 'sound/weapons/smartgunclose.ogg', 75, 0)
to_chat(user, "<span class='notice'>You ready [src] so that it can be fired.</span>")
to_chat(user, span_notice("You ready [src] so that it can be fired."))
addtimer(CALLBACK(src, PROC_REF(toggle_real_state)), 2 SECONDS, TIMER_UNIQUE)
/obj/item/gun/projectile/smartgun/proc/toggle_real_state()
@@ -35,21 +35,21 @@
bolt_open = !bolt_open
if(bolt_open)
if(chambered)
to_chat(user, "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>")
to_chat(user, span_notice("You work the bolt open, ejecting [chambered]!"))
chambered.loc = get_turf(src)
loaded -= chambered
chambered = null
else
to_chat(user, "<span class='notice'>You work the bolt open.</span>")
to_chat(user, span_notice("You work the bolt open."))
else
to_chat(user, "<span class='notice'>You work the bolt closed.</span>")
to_chat(user, span_notice("You work the bolt closed."))
bolt_open = 0
add_fingerprint(user)
update_icon()
/obj/item/gun/projectile/heavysniper/special_check(mob/user)
if(bolt_open)
to_chat(user, "<span class='warning'>You can't fire [src] while the bolt is open!</span>")
to_chat(user, span_warning("You can't fire [src] while the bolt is open!"))
return 0
return ..()
@@ -110,4 +110,4 @@
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
toggle_scope(2.0)
@@ -11,15 +11,15 @@
return
if(chambered)
to_chat(user, "<span class='warning'>You need to empty the rifle to break it down.</span>")
to_chat(user, span_warning("You need to empty the rifle to break it down."))
else
collapse_rifle(user)
/obj/item/gun/projectile/heavysniper/proc/collapse_rifle(mob/user)
to_chat(user, "<span class='warning'>You begin removing \the [src]'s barrel.</span>")
to_chat(user, span_warning("You begin removing \the [src]'s barrel."))
if(do_after(user, 40))
if(user.unEquip(src, force=1))
to_chat(user, "<span class='warning'>You remove \the [src]'s barrel.</span>")
to_chat(user, span_warning("You remove \the [src]'s barrel."))
qdel(src)
var/obj/item/barrel = new /obj/item/sniper_rifle_part/barrel(user)
var/obj/item/sniper_rifle_part/assembly = new /obj/item/sniper_rifle_part/trigger_group(user)
@@ -71,14 +71,14 @@
/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
if(part_count == 1)
to_chat(user, "<span class='warning'>You can't disassemble this further!</span>")
to_chat(user, span_warning("You can't disassemble this further!"))
return
to_chat(user, "<span class='notice'>You start disassembling \the [src].</span>")
to_chat(user, span_notice("You start disassembling \the [src]."))
if(!do_after(user, 40))
return
to_chat(user, "<span class='notice'>You disassemble \the [src].</span>")
to_chat(user, span_notice("You disassemble \the [src]."))
for(var/obj/item/sniper_rifle_part/P in list(barrel, stock, trigger_group))
if(P.barrel != P)
P.barrel = null
@@ -94,7 +94,7 @@
/obj/item/sniper_rifle_part/attackby(var/obj/item/sniper_rifle_part/A as obj, mob/user as mob)
to_chat(user, "<span class='notice'>You begin adding \the [A] to \the [src].</span>")
to_chat(user, span_notice("You begin adding \the [A] to \the [src]."))
if(!do_after(user, 30))
return
@@ -102,14 +102,14 @@
if(istype(A, /obj/item/sniper_rifle_part/trigger_group))
if(A.part_count > 1 && src.part_count > 1)
to_chat(user, "<span class='warning'>Disassemble one of these parts first!</span>")
to_chat(user, span_warning("Disassemble one of these parts first!"))
return
if(!trigger_group)
if(user.unEquip(A, force=1))
trigger_group = A
else
to_chat(user, "<span class='warning'>There's already a trigger group!</span>")
to_chat(user, span_warning("There's already a trigger group!"))
return
else if(istype(A, /obj/item/sniper_rifle_part/barrel))
@@ -117,7 +117,7 @@
if(user.unEquip(A, force=1))
barrel = A
else
to_chat(user, "<span class='warning'>There's already a barrel!</span>")
to_chat(user, span_warning("There's already a barrel!"))
return
else if(istype(A, /obj/item/sniper_rifle_part/stock))
@@ -125,11 +125,11 @@
if(user.unEquip(A, force=1))
stock = A
else
to_chat(user, "<span class='warning'>There's already a stock!</span>")
to_chat(user, span_warning("There's already a stock!"))
return
A.forceMove(src)
to_chat(user, "<span class='notice'>You install \the [A].</span>")
to_chat(user, span_notice("You install \the [A]."))
if(A.barrel && !src.barrel)
src.barrel = A.barrel