mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 11:38:12 +01:00
rid of old span macros
This commit is contained in:
@@ -204,9 +204,9 @@ two tiles on initialization, and which way a cliff is facing may change during m
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safe_fall = H.species.handle_falling(H, T, silent = TRUE, planetary = FALSE)
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if(safe_fall)
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visible_message(span("notice", "\The [L] glides down from \the [src]."))
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visible_message(span_notice("\The [L] glides down from \the [src]."))
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else
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visible_message(span("danger", "\The [L] falls off \the [src]!"))
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visible_message(span_danger("\The [L] falls off \the [src]!"))
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L.forceMove(T)
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var/harm = !is_double_cliff ? 1 : 0.5
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@@ -215,7 +215,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
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if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
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var/obj/vehicle/vehicle = L.buckled
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vehicle.adjust_health(40 * harm)
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to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
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to_chat(L, span_warning("\The [vehicle] absorbs some of the impact, damaging it."))
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harm /= 2
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playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
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@@ -228,14 +228,14 @@ two tiles on initialization, and which way a cliff is facing may change during m
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sleep(fall_time) // A brief delay inbetween the two sounds helps sell the 'ouch' effect.
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if(safe_fall)
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visible_message(span("notice", "\The [L] lands on \the [T]."))
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visible_message(span_notice("\The [L] lands on \the [T]."))
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playsound(L, "rustle", 25, 1)
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return
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playsound(L, "punch", 70, 1)
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shake_camera(L, 1, 1)
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visible_message(span("danger", "\The [L] hits \the [T]!"))
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visible_message(span_danger("\The [L] hits \the [T]!"))
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// The bigger they are, the harder they fall.
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// They will take at least 20 damage at the minimum, and tries to scale up to 40% of their max health.
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@@ -250,7 +250,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
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// Now fall off more cliffs below this one if they exist.
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var/obj/structure/cliff/bottom_cliff = locate() in T
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if(bottom_cliff)
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visible_message(span("danger", "\The [L] rolls down towards \the [bottom_cliff]!"))
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visible_message(span_danger("\The [L] rolls down towards \the [bottom_cliff]!"))
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sleep(5)
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bottom_cliff.fall_off_cliff(L)
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@@ -262,7 +262,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
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if(shoes && shoes.rock_climbing)
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return ..() // Do the other checks too.
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to_chat(user, span("warning", "\The [src] is too steep to climb unassisted."))
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to_chat(user, span_warning("\The [src] is too steep to climb unassisted."))
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return FALSE
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// This tells AI mobs to not be dumb and step off cliffs willingly.
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@@ -71,30 +71,30 @@
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/obj/structure/fence/attackby(obj/item/W, mob/user)
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if(W.has_tool_quality(TOOL_WIRECUTTER))
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if(!cuttable)
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to_chat(user, span("warning", "This section of the fence can't be cut."))
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to_chat(user, span_warning("This section of the fence can't be cut."))
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return
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if(invulnerable)
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to_chat(user, span("warning", "This fence is too strong to cut through."))
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to_chat(user, span_warning("This fence is too strong to cut through."))
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return
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var/current_stage = hole_size
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if(current_stage >= MAX_HOLE_SIZE)
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to_chat(user, span("notice", "This fence has too much cut out of it already."))
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to_chat(user, span_notice("This fence has too much cut out of it already."))
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return
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user.visible_message(span("danger", "\The [user] starts cutting through \the [src] with \the [W]."),\
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span("danger", "You start cutting through \the [src] with \the [W]."))
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user.visible_message(span_danger("\The [user] starts cutting through \the [src] with \the [W]."),\
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span_danger("You start cutting through \the [src] with \the [W]."))
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playsound(src, W.usesound, 50, 1)
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if(do_after(user, CUT_TIME * W.toolspeed, target = src))
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if(current_stage == hole_size)
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switch(++hole_size)
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if(MEDIUM_HOLE)
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visible_message(span("notice", "\The [user] cuts into \the [src] some more."))
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to_chat(user, span("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
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visible_message(span_notice("\The [user] cuts into \the [src] some more."))
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to_chat(user, span_notice("You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
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climbable = TRUE
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if(LARGE_HOLE)
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visible_message(span("notice", "\The [user] completely cuts through \the [src]."))
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to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through."))
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visible_message(span_notice("\The [user] completely cuts through \the [src]."))
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to_chat(user, span_notice("The hole in \the [src] is now big enough to walk through."))
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climbable = FALSE
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update_cut_status()
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return TRUE
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@@ -140,17 +140,17 @@
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if(can_open(user))
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toggle(user)
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else
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to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"]."))
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to_chat(user, span_warning("\The [src] is [!open ? "locked" : "stuck open"]."))
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return TRUE
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/obj/structure/fence/door/proc/toggle(mob/user)
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switch(open)
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if(FALSE)
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visible_message(span("notice", "\The [user] opens \the [src]."))
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visible_message(span_notice("\The [user] opens \the [src]."))
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open = TRUE
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if(TRUE)
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visible_message(span("notice", "\The [user] closes \the [src]."))
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visible_message(span_notice("\The [user] closes \the [src]."))
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open = FALSE
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update_door_status()
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@@ -211,4 +211,4 @@
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#undef NO_HOLE
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#undef MEDIUM_HOLE
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#undef LARGE_HOLE
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#undef MAX_HOLE_SIZE
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#undef MAX_HOLE_SIZE
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@@ -43,11 +43,11 @@
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. += get_harvestable_desc()
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if(harvest_tool)
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var/obj/item/tool = harvest_tool
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. += SPAN_NOTICE("\The [src] can be harvested with \a [initial(tool.name)].")
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. += span_notice("\The [src] can be harvested with \a [initial(tool.name)].")
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if(removal_tool)
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var/obj/item/tool = removal_tool
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. += SPAN_NOTICE("\The [src] can be removed with \a [initial(tool.name)].")
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. += span_notice("\The [src] can be removed with \a [initial(tool.name)].")
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/obj/structure/flora/proc/get_harvestable_desc()
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return "<span class='notice'>\The [src] seems to have something hanging from it.</span>"
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@@ -58,15 +58,15 @@
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var/harvest_spawn = pickweight(harvest_loot)
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var/atom/movable/AM = spawn_harvest(harvest_spawn, user)
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if(AM)
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to_chat(user, SPAN_NOTICE("You harvest \the [AM] from \the [src]."))
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to_chat(user, span_notice("You harvest \the [AM] from \the [src]."))
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else
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to_chat(user, SPAN_NOTICE("You fail to harvest anything from \the [src]."))
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to_chat(user, span_notice("You fail to harvest anything from \the [src]."))
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return
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if(removal_tool && istype(W, removal_tool))
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to_chat(user, SPAN_WARNING("You start uprooting \the [src]..."))
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to_chat(user, span_warning("You start uprooting \the [src]..."))
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if(do_after(user, 30))
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visible_message(SPAN_NOTICE("\The [user] uproots and discards \the [src]!"))
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visible_message(span_notice("\The [user] uproots and discards \the [src]!"))
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qdel(src)
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return
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@@ -177,9 +177,9 @@
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return
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if(ckeys_that_took[user.ckey])
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to_chat(user, span("warning", "There are no presents with your name on."))
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to_chat(user, span_warning("There are no presents with your name on."))
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return
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to_chat(user, span("notice", "After a bit of rummaging, you locate a gift with your name on it!"))
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to_chat(user, span_notice("After a bit of rummaging, you locate a gift with your name on it!"))
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ckeys_that_took[user.ckey] = TRUE
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var/obj/item/G = new gift_type(src)
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user.put_in_hands(G)
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@@ -295,4 +295,3 @@
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set_light(bulbs, 1, "#33ccff") // 5 variants, missing bulbs. 5th has no bulbs, so no glow.
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add_overlay(mutable_appearance(icon, "[base_state][bulbs]_glow"))
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add_overlay(emissive_appearance(icon, "[base_state][bulbs]_glow"))
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@@ -44,9 +44,9 @@
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/obj/structure/ghost_pod/manual/survivor/trigger()
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. = ..()
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desc += "\n The Pod's stasis is broken!"
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visible_message(message = SPAN_WARNING("\The [src] hisses and blinks in a myriad of lights as its stasis ceases! \n \
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visible_message(message = span_warning("\The [src] hisses and blinks in a myriad of lights as its stasis ceases! \n \
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What or whoever lays beneath may yet stir once more, but their wounds may be too grevious... "),
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blind_message = SPAN_WARNING("You hear hissing from [src]!"),
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blind_message = span_warning("You hear hissing from [src]!"),
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runemessage = "HISS")
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@@ -397,7 +397,7 @@
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switch(passed_mode)
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if(RCD_FLOORWALL)
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to_chat(user, span("notice", "You finish a wall."))
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to_chat(user, span_notice("You finish a wall."))
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// This is mostly the same as using on a floor. The girder's material is preserved, however.
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T.ChangeTurf(wall_type)
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var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
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@@ -410,7 +410,7 @@
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return TRUE
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if(RCD_DECONSTRUCT)
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to_chat(user, span("notice", "You deconstruct \the [src]."))
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to_chat(user, span_notice("You deconstruct \the [src]."))
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qdel(src)
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return TRUE
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@@ -270,13 +270,13 @@
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/obj/structure/grille/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, span("notice", "You deconstruct \the [src]."))
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to_chat(user, span_notice("You deconstruct \the [src]."))
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(locate(/obj/structure/window) in loc)
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return FALSE
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to_chat(user, span("notice", "You construct a window."))
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to_chat(user, span_notice("You construct a window."))
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var/obj/structure/window/WD = new the_rcd.window_type(loc)
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WD.anchored = TRUE
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return TRUE
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@@ -286,4 +286,3 @@
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health -= damage
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spawn(1) healthcheck()
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return 1
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@@ -158,7 +158,7 @@
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O.forceMove(loc)
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auto_align(I, params, TRUE)
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else
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to_chat(user, SPAN_WARNING("\The [I] is too big for you to move!"))
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to_chat(user, span_warning("\The [I] is too big for you to move!"))
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return
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/obj/structure/low_wall/proc/handle_rod_use(mob/user, obj/item/stack/rods/R)
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@@ -8,7 +8,7 @@
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/obj/structure/prop/fake_ai/attackby(obj/O, mob/user)
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if(istype(O, /obj/item/aicard)) // People trying to card the fake AI will get told its impossible.
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to_chat(user, span("warning", "This core does not appear to have a suitable port to use \the [O] on..."))
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to_chat(user, span_warning("This core does not appear to have a suitable port to use \the [O] on..."))
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return TRUE
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return ..()
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@@ -17,4 +17,4 @@
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/obj/structure/prop/fake_ai/dead/crashed_med_shuttle
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name = "V.I.T.A."
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icon_state = "ai-heartline-crash"
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icon_state = "ai-heartline-crash"
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@@ -17,7 +17,7 @@
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else ..()
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/obj/structure/sign/proc/unfasten(mob/user)
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user.visible_message(SPAN_NOTICE("\The [user] unfastens \the [src]."), SPAN_NOTICE("You unfasten \the [src]."))
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user.visible_message(span_notice("\The [user] unfastens \the [src]."), span_notice("You unfasten \the [src]."))
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var/obj/item/sign/S = new(src.loc)
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S.name = name
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S.desc = desc
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@@ -1539,12 +1539,12 @@
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return
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if((!iswall(A) && !istype(A, /obj/structure/window)) || !isturf(user.loc))
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to_chat(user, SPAN_WARNING("You can't place this here!"))
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to_chat(user, span_warning("You can't place this here!"))
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return
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var/placement_dir = get_dir(user, A)
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if (!(placement_dir in cardinal))
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to_chat(user, SPAN_WARNING("You must stand directly in front of the location you wish to place that on."))
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to_chat(user, span_warning("You must stand directly in front of the location you wish to place that on."))
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return
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var/obj/structure/sign/flag/P = new(user.loc)
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@@ -1613,11 +1613,11 @@
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/obj/structure/sign/flag/unfasten(mob/user)
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if(!ripped)
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user.visible_message(SPAN_NOTICE("\The [user] unfastens \the [src] and folds it back up."), SPAN_NOTICE("You unfasten \the [src] and fold it back up."))
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user.visible_message(span_notice("\The [user] unfastens \the [src] and folds it back up."), span_notice("You unfasten \the [src] and fold it back up."))
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var/obj/item/flag/F = new flagtype(get_turf(user))
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user.put_in_hands(F)
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else
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user.visible_message(SPAN_NOTICE("\The [user] unfastens the tattered remnants of \the [src]."), SPAN_NOTICE("You unfasten the tattered remains of \the [src]."))
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user.visible_message(span_notice("\The [user] unfastens the tattered remnants of \the [src]."), span_notice("You unfasten the tattered remains of \the [src]."))
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if(linked_flag)
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qdel(linked_flag) //otherwise you're going to get weird duping nonsense
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qdel(src)
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@@ -1626,7 +1626,7 @@
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if(alert("Do you want to rip \the [src] from its place?","You think...","Yes","No") == "Yes")
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if(!Adjacent(user)) //Cannot bring up dialogue and walk away
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return FALSE
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visible_message(SPAN_WARNING("\The [user] rips \the [src] in a single, decisive motion!" ))
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visible_message(span_warning("\The [user] rips \the [src] in a single, decisive motion!" ))
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playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1)
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add_fingerprint(user)
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rip()
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@@ -1645,10 +1645,10 @@
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/obj/structure/sign/flag/attackby(obj/item/W, mob/user)
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..()
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if(istype(W, /obj/item/flame/lighter) || istype(W, /obj/item/weldingtool))
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visible_message(SPAN_WARNING("\The [user] starts to burn \the [src] down!"))
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visible_message(span_warning("\The [user] starts to burn \the [src] down!"))
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if(!do_after(user, 2 SECONDS))
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return FALSE
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visible_message(SPAN_WARNING("\The [user] burns \the [src] down!"))
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visible_message(span_warning("\The [user] burns \the [src] down!"))
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playsound(src.loc, 'sound/items/cigs_lighters/cig_light.ogg', 100, 1)
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new /obj/effect/decal/cleanable/ash(src.loc)
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if(linked_flag)
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@@ -35,10 +35,10 @@
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. = ..()
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if(.)
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if(M.mob_size < min_mob_buckle_size)
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to_chat(M, SPAN_WARNING("You are too small to use \the [src]."))
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to_chat(M, span_warning("You are too small to use \the [src]."))
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. = FALSE
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else if(M.mob_size >= max_mob_buckle_size)
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to_chat(M, SPAN_WARNING("You are too large to use \the [src]."))
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to_chat(M, span_warning("You are too large to use \the [src]."))
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. = FALSE
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/obj/structure/bed/chair/wheelchair/update_icon()
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@@ -698,7 +698,7 @@
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/obj/structure/window/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, span("notice", "You deconstruct \the [src]."))
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to_chat(user, span_notice("You deconstruct \the [src]."))
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qdel(src)
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return TRUE
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return FALSE
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