remove static chat colour tags

This commit is contained in:
Kashargul
2024-01-21 12:34:53 +01:00
parent 956acefc4d
commit e4b62dfa35
242 changed files with 1178 additions and 996 deletions
+3 -3
View File
@@ -156,12 +156,12 @@
src.anchored = FALSE
disconnect_from_network()
else
to_chat(user, "<font color='red'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</font>")
to_chat(user, span_red("Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"))
return
if(istype(W, /obj/item/weapon/am_containment))
if(fueljar)
to_chat(user, "<font color='red'>There is already a [fueljar] inside!</font>")
to_chat(user, span_red("There is already a [fueljar] inside!"))
return
fueljar = W
user.remove_from_mob(W)
@@ -327,4 +327,4 @@
check_core_stability()
updateDialog()
return
return
+3 -3
View File
@@ -109,7 +109,7 @@
antiH_fuel = residual_matter
for(var/mob/M in hearers(src, null))
M.show_message(text("<font color='red'>You hear a loud bang!</font>"))
M.show_message(span_red(text("You hear a loud bang!")))
//Q = k x (delta T)
@@ -161,7 +161,7 @@
if(energy > convert2energy(8e-12)) //TOO MUCH ENERGY
for(var/mob/M in hearers(src, null))
M.show_message(text("<font color='red'>You hear a loud whirring!</font>"))
M.show_message(span_red(text("You hear a loud whirring!")))
sleep(20)
//Q = k x (delta T)
@@ -180,7 +180,7 @@
if(energy > convert2energy(8e-12)) //FAR TOO MUCH ENERGY STILL
for(var/mob/M in hearers(src, null))
M.show_message(text("<font color='red'><big>BANG!</big></font>"))
M.show_message(span_red(text("<big>BANG!</big>")))
new /obj/effect/bhole(src.loc)
else //this amount of energy is okay so it does the proper output thing
+2 -2
View File
@@ -77,7 +77,7 @@
if("Anti-Hydrogen")
M.gib() //Yikes!
if("Hydrogen")
to_chat(M, "<font color='blue'>You feel very light, as if you might just float away...</font>")
to_chat(M, span_blue("You feel very light, as if you might just float away..."))
qdel(src)
return
@@ -96,5 +96,5 @@
return
else
for(var/mob/O in viewers(M, null))
O.show_message(text("<font color='red'>[M] ate the [content ? content : "empty canister"]!</font>"), 1)
O.show_message(span_red(text("[M] ate the [content ? content : "empty canister"]!")), 1)
src.injest(M)
+2 -2
View File
@@ -68,7 +68,7 @@
/obj/machinery/am_shielding/Destroy()
if(control_unit) control_unit.remove_shielding(src)
if(processing) shutdown_core()
visible_message("<font color='red'>The [src.name] melts!</font>")
visible_message(span_red("The [src.name] melts!"))
//Might want to have it leave a mess on the floor but no sprites for now
..()
return
@@ -202,4 +202,4 @@
qdel(src)
return
..()
return
return
+9 -9
View File
@@ -53,18 +53,18 @@
/obj/machinery/power/breakerbox/attack_ai(mob/user)
if(update_locked)
to_chat(user, "<font color='red'>System locked. Please try again later.</font>")
to_chat(user, span_red("System locked. Please try again later."))
return
if(busy)
to_chat(user, "<font color='red'>System is busy. Please wait until current operation is finished before changing power settings.</font>")
to_chat(user, span_red("System is busy. Please wait until current operation is finished before changing power settings."))
return
busy = 1
to_chat(user, "<font color='green'>Updating power settings...</font>")
to_chat(user, span_green("Updating power settings..."))
if(do_after(user, 50))
set_state(!on)
to_chat(user, "<font color='green'>Update Completed. New setting:[on ? "on": "off"]</font>")
to_chat(user, span_green("Update Completed. New setting:[on ? "on": "off"]"))
update_locked = 1
spawn(600)
update_locked = 0
@@ -73,16 +73,16 @@
/obj/machinery/power/breakerbox/attack_hand(mob/user)
if(update_locked)
to_chat(user, "<font color='red'>System locked. Please try again later.</font>")
to_chat(user, span_red("System locked. Please try again later."))
return
if(busy)
to_chat(user, "<font color='red'>System is busy. Please wait until current operation is finished before changing power settings.</font>")
to_chat(user, span_red("System is busy. Please wait until current operation is finished before changing power settings."))
return
busy = 1
for(var/mob/O in viewers(user))
O.show_message(text("<font color='red'>[user] started reprogramming [src]!</font>"), 1)
O.show_message(span_red(text("[user] started reprogramming [src]!")), 1)
if(do_after(user, 50))
set_state(!on)
@@ -102,7 +102,7 @@
RCon_tag = newtag
to_chat(user, "<span class='notice'>You changed the RCON tag to: [newtag]</span>")
if(on)
to_chat(user, "<font color='red'>Disable the breaker before performing maintenance.</font>")
to_chat(user, span_red("Disable the breaker before performing maintenance."))
return
if(default_deconstruction_screwdriver(user, W))
return
@@ -152,4 +152,4 @@
update_locked = 0
/obj/machinery/power/breakerbox/process()
return 1
return 1
+1 -1
View File
@@ -985,7 +985,7 @@ var/list/possible_cable_coil_colours = list(
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = N
CC.update_icon()
to_chat(user,"<font color='blue'>You take [N] units of wire from the [src].</font>")
to_chat(user,span_blue("You take [N] units of wire from the [src]."))
if (CC)
user.put_in_hands(CC)
src.add_fingerprint(user)
+3 -3
View File
@@ -18,13 +18,13 @@
return
if(W.has_tool_quality(TOOL_WIRECUTTER))
to_chat(usr, "<font color='blue'>These cables are too tough to be cut with those [W.name].</font>")
to_chat(usr, span_blue("These cables are too tough to be cut with those [W.name]."))
return
else if(istype(W, /obj/item/stack/cable_coil))
to_chat(usr, "<font color='blue'>You will need heavier cables to connect to these.</font>")
to_chat(usr, span_blue("You will need heavier cables to connect to these."))
return
else
..()
/obj/structure/cable/heavyduty/cableColor(var/colorC)
return
return
+2 -2
View File
@@ -777,7 +777,7 @@ var/global/list/light_type_cache = list()
if(H.species.can_shred(H))
user.setClickCooldown(user.get_attack_speed())
for(var/mob/M in viewers(src))
M.show_message("<font color='red'>[user.name] smashed the light!</font>", 3, "You hear a tinkle of breaking glass", 2)
M.show_message(span_red("[user.name] smashed the light!"), 3, "You hear a tinkle of breaking glass", 2)
broken()
return
@@ -1165,7 +1165,7 @@ var/global/list/light_type_cache = list()
/obj/item/weapon/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
src.visible_message("<font color='red'>[name] shatters.</font>","<font color='red'> You hear a small glass object shatter.</font>")
src.visible_message(span_red("[name] shatters."),span_red("You hear a small glass object shatter."))
status = LIGHT_BROKEN
force = 5
sharp = TRUE
+6 -6
View File
@@ -63,28 +63,28 @@
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/tank/phoron))
if(P)
to_chat(user, "<font color='red'>The generator already has a phoron tank loaded!</font>")
to_chat(user, span_red("The generator already has a phoron tank loaded!"))
return
P = O
user.drop_item()
O.loc = src
to_chat(user, "<font color='blue'>You add the phoron tank to the generator.</font>")
to_chat(user, span_blue("You add the phoron tank to the generator."))
else if(!active)
if(O.has_tool_quality(TOOL_WRENCH))
anchored = !anchored
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
if(anchored)
to_chat(user, "<font color='blue'>You secure the generator to the floor.</font>")
to_chat(user, span_blue("You secure the generator to the floor."))
else
to_chat(user, "<font color='blue'>You unsecure the generator from the floor.</font>")
to_chat(user, span_blue("You unsecure the generator from the floor."))
SSmachines.makepowernets()
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
open = !open
playsound(src, O.usesound, 50, 1)
if(open)
to_chat(user, "<font color='blue'>You open the access panel.</font>")
to_chat(user, span_blue("You open the access panel."))
else
to_chat(user, "<font color='blue'>You close the access panel.</font>")
to_chat(user, span_blue("You close the access panel."))
else if(O.has_tool_quality(TOOL_CROWBAR) && !open)
playsound(src, O.usesound, 50, 1)
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
+6 -7
View File
@@ -54,17 +54,17 @@ var/global/list/rad_collectors = list()
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.gas["phoron"]/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
return
else
to_chat(user, "<font color='red'>The controls are locked!</font>")
to_chat(user, span_red("The controls are locked!"))
return
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/tank/phoron))
if(!src.anchored)
to_chat(user, "<font color='red'>The [src] needs to be secured to the floor first.</font>")
to_chat(user, span_red("The [src] needs to be secured to the floor first."))
return 1
if(src.P)
to_chat(user, "<font color='red'>There's already a phoron tank loaded.</font>")
to_chat(user, span_red("There's already a phoron tank loaded."))
return 1
user.drop_item()
src.P = W
@@ -77,7 +77,7 @@ var/global/list/rad_collectors = list()
return 1
else if(W.has_tool_quality(TOOL_WRENCH))
if(P)
to_chat(user, "<font color='blue'>Remove the phoron tank first.</font>")
to_chat(user, span_blue("Remove the phoron tank first."))
return 1
playsound(src, W.usesound, 75, 1)
src.anchored = !src.anchored
@@ -96,9 +96,9 @@ var/global/list/rad_collectors = list()
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<font color='red'>The controls can only be locked when the [src] is active.</font>")
to_chat(user, span_red("The controls can only be locked when the [src] is active."))
else
to_chat(user, "<font color='red'>Access denied!</font>")
to_chat(user, span_red("Access denied!"))
return 1
return ..()
@@ -157,4 +157,3 @@ var/global/list/rad_collectors = list()
flick("ca_deactive", src)
update_icons()
return
@@ -133,13 +133,13 @@ field_generator power level display
"You hear ratchet")
src.anchored = FALSE
if(2)
to_chat(user, "<font color='red'>The [src.name] needs to be unwelded from the floor.</font>")
to_chat(user, span_red("The [src.name] needs to be unwelded from the floor."))
return
else if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
switch(state)
if(0)
to_chat(user, "<font color='red'>The [src.name] needs to be wrenched to the floor.</font>")
to_chat(user, span_red("The [src.name] needs to be wrenched to the floor."))
return
if(1)
if (WT.remove_fuel(0,user))
@@ -227,7 +227,7 @@ field_generator power level display
return 1
else
for(var/mob/M in viewers(src))
M.show_message("<font color='red'>\The [src] shuts down!</font>")
M.show_message(span_red("\The [src] shuts down!"))
turn_off()
log_game("FIELDGEN([x],[y],[z]) Lost power and was ON.")
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
+2 -2
View File
@@ -348,7 +348,7 @@
total_system_failure(failure_probability, user)
return
to_chat(user, "<font color='red'>You have disassembled the SMES cell!</font>")
to_chat(user, span_red("You have disassembled the SMES cell!"))
dismantle()
return
@@ -367,4 +367,4 @@
W.loc = src
recalc_coils()
else
to_chat(user, "<font color='red'>You can't insert more coils into this SMES unit!</font>")
to_chat(user, span_red("You can't insert more coils into this SMES unit!"))
+2 -2
View File
@@ -416,7 +416,7 @@ GLOBAL_LIST_EMPTY(solars_list)
playsound(src, I.usesound, 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
to_chat(user, "<font color='blue'>The broken glass falls out.</font>")
to_chat(user, span_blue("The broken glass falls out."))
var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
@@ -428,7 +428,7 @@ GLOBAL_LIST_EMPTY(solars_list)
A.anchored = TRUE
qdel(src)
else
to_chat(user, "<font color='blue'>You disconnect the monitor.</font>")
to_chat(user, span_blue("You disconnect the monitor."))
var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc )
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
for (var/obj/C in src)
@@ -48,7 +48,7 @@
/obj/machinery/power/supermatter
name = "Supermatter"
desc = "A strangely translucent and iridescent crystal. <font color='red'>You get headaches just from looking at it.</font>"
desc = "A strangely translucent and iridescent crystal. <span class='red'>You get headaches just from looking at it.</span>"
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter"
plane = MOB_PLANE // So people can walk behind the top part
@@ -515,7 +515,7 @@
/obj/machinery/power/supermatter/shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <font color='red'>You get headaches just from looking at it.</font>"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <span class='red'>You get headaches just from looking at it.</span>"
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"