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Macro Replacements. (#3574)
* A preface to my madness Travis failed one of my PR's because I copied old code that used /red /blue /green. Because of this, I am going to find and replace every instance of it that I find. Also this is a test commit to make sure I'm comitting to the correct branch. * /blue /green /red replacements Dear god. A slow and painful death from acid is more fun than this. I wouldn't wish this torture on my worst enemy. And this is only the beginning * Replace part 2. Time to fix the human error. * Fixes mismatches * Sets macro count to 220 One above the current number of macros in the code. * Fixes last of the mismatches. * Removes spaces, replaces \black Removes spaces Replaces \black in a few areas where seen Replaces \bold with <B> </B> where seen * Updating macro count again * More fixes! * Issues fixed! For real this time! I swear! * Fixing all the merge conflict files.
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@@ -161,8 +161,8 @@
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if(is_train_head() && istype(load, /mob/living/carbon/human))
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var/mob/living/carbon/human/D = load
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D << "\red \b You ran over [H]!"
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visible_message("<B>\red \The [src] ran over [H]!</B>")
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D << "<font color='red'><B>You ran over [H]!</B></font>"
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visible_message("<B><font color='red'>\The [src] ran over [H]!</B></font>")
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attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</font>")
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msg_admin_attack("[D.name] ([D.ckey]) ran over [H.name] ([H.ckey]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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else
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@@ -49,12 +49,12 @@
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if(emagged)
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if(istype(A, /mob/living))
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var/mob/living/M = A
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visible_message("\red [src] knocks over [M]!")
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visible_message("<font color='red'>[src] knocks over [M]!</font>")
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M.apply_effects(5, 5) //knock people down if you hit them
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M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
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if(istype(load, /mob/living/carbon/human))
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var/mob/living/D = load
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D << "\red You hit [M]!"
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D << "<font color='red'>You hit [M]!</font>"
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msg_admin_attack("[D.name] ([D.ckey]) hit [M.name] ([M.ckey]) with [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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@@ -85,7 +85,7 @@
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unload(user, direction)
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user << "\blue You climb down from [src]."
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user << "<font color='blue'>You climb down from [src].</font>"
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return 1
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@@ -96,7 +96,7 @@
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latch(C, user)
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else
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if(!load(C))
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user << "\red You were unable to load [C] on [src]."
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user << "<font color='red'>You were unable to load [C] on [src].</font>"
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/obj/vehicle/train/attack_hand(mob/user as mob)
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if(user.stat || user.restrained() || !Adjacent(user))
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@@ -134,22 +134,22 @@
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//Note: there is a modified version of this in code\modules\vehicles\cargo_train.dm specifically for cargo train engines
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/obj/vehicle/train/proc/attach_to(obj/vehicle/train/T, mob/user)
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if (get_dist(src, T) > 1)
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user << "\red [src] is too far away from [T] to hitch them together."
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user << "<font color='red'>[src] is too far away from [T] to hitch them together.</font>"
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return
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if (lead)
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user << "\red [src] is already hitched to something."
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user << "<font color='red'>[src] is already hitched to something.</font>"
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return
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if (T.tow)
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user << "\red [T] is already towing something."
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user << "<font color='red'>[T] is already towing something.</font>"
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return
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//check for cycles.
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var/obj/vehicle/train/next_car = T
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while (next_car)
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if (next_car == src)
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user << "\red That seems very silly."
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user << "<font color='red'>That seems very silly.</font>"
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return
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next_car = next_car.lead
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@@ -159,7 +159,7 @@
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set_dir(lead.dir)
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if(user)
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user << "\blue You hitch [src] to [T]."
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user << "<font color='blue'>You hitch [src] to [T].</font>"
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update_stats()
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@@ -167,13 +167,13 @@
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//detaches the train from whatever is towing it
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/obj/vehicle/train/proc/unattach(mob/user)
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if (!lead)
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user << "\red [src] is not hitched to anything."
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user << "<font color='red'>[src] is not hitched to anything.</font>"
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return
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lead.tow = null
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lead.update_stats()
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user << "\blue You unhitch [src] from [lead]."
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user << "<font color='blue'>You unhitch [src] from [lead].</font>"
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lead = null
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update_stats()
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@@ -94,7 +94,7 @@
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if(open)
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health = min(maxhealth, health+10)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message("\red [user] repairs [src]!","\blue You repair [src]!")
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user.visible_message("<font color='red'>[user] repairs [src]!</font>","<font color='blue'> You repair [src]!</font>")
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else
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user << "<span class='notice'>Unable to repair with the maintenance panel closed.</span>"
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else
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@@ -189,7 +189,7 @@
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return 1
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/obj/vehicle/proc/explode()
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src.visible_message("\red <B>[src] blows apart!</B>", 1)
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src.visible_message("<font color='red'><B>[src] blows apart!</B></font>", 1)
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var/turf/Tsec = get_turf(src)
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new /obj/item/stack/rods(Tsec)
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