Spanclasses for files in the Linda, mecha, Turfs folders

This commit is contained in:
Firecage
2014-08-23 10:47:43 +02:00
parent d5153bc6a4
commit 9ea09fe63c
14 changed files with 96 additions and 96 deletions

View File

@@ -17,7 +17,7 @@ datum/controller/air_system
/datum/controller/air_system/proc/setup()
set background = BACKGROUND_ENABLED
world << "\red \b Processing Geometry..."
world << "<span class='userdanger'>Processing Geometry...</span>"
sleep(1)
var/start_time = world.timeofday
@@ -26,7 +26,7 @@ datum/controller/air_system
global_activeturfs = active_turfs.len
world << "\red \b Geometry processed in [(world.timeofday-start_time)/10] seconds!"
world << "<span class='userdanger'>Geometry processed in [(world.timeofday-start_time)/10] seconds!</span>"
/datum/controller/air_system/proc/process()
if(kill_air)

View File

@@ -78,7 +78,7 @@
return
M.updatehealth()
src.occupant_message("You hit [target].")
src.visible_message("<font color='red'><b>[src.name] hits [target].</b></font>")
src.visible_message("<span class='userdanger'>[src.name] hits [target].</span>")
add_logs(occupant, M, "attacked", object=src, addition="(INTENT: [uppertext(occupant.a_intent)]) (DAMTYE: [uppertext(damtype)])")
else
step_away(M,src)
@@ -95,12 +95,12 @@
for(var/target_type in src.destroyable_obj)
if(istype(target, target_type) && hascall(target, "attackby"))
src.occupant_message("You hit [target].")
src.visible_message("<font color='red'><b>[src.name] hits [target]</b></font>")
src.visible_message("<span class='userdanger'>[src.name] hits [target]</span>")
if(!istype(target, /turf/simulated/wall))
target:attackby(src,src.occupant)
else if(prob(5))
target:dismantle_wall(1)
src.occupant_message("\blue You smash through the wall.")
src.occupant_message("<span class='notice'>You smash through the wall.</span>")
src.visible_message("<b>[src.name] smashes through the wall</b>")
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
melee_can_hit = 0

View File

@@ -26,7 +26,7 @@
/obj/mecha/combat/durand/relaymove(mob/user,direction)
if(defence)
if(world.time - last_message > 20)
src.occupant_message("<font color='red'>Unable to move while in defence mode</font>")
src.occupant_message("<span class='danger'>Unable to move while in defence mode</span>")
last_message = world.time
return 0
. = ..()
@@ -43,10 +43,10 @@
defence = !defence
if(defence)
deflect_chance = defence_deflect
src.occupant_message("<font color='blue'>You enable [src] defence mode.</font>")
src.occupant_message("<span class='notice'>You enable [src] defence mode.</span>")
else
deflect_chance = initial(deflect_chance)
src.occupant_message("<font color='red'>You disable [src] defence mode.</font>")
src.occupant_message("<span class='danger'>You disable [src] defence mode.</span>")
src.log_message("Toggled defence mode.")
return

View File

@@ -62,12 +62,12 @@
overload = 0
step_in = initial(step_in)
step_energy_drain = initial(step_energy_drain)
src.occupant_message("<font color='blue'>You disable leg actuators overload.</font>")
src.occupant_message("<span class='notice'>You disable leg actuators overload.</span>")
else
overload = 1
step_in = min(1, round(step_in/2))
step_energy_drain = step_energy_drain*overload_coeff
src.occupant_message("<font color='red'>You enable leg actuators overload.</font>")
src.occupant_message("<span class='danger'>You enable leg actuators overload.</span>")
src.log_message("Toggled leg actuators overload.")
return
@@ -79,7 +79,7 @@
overload = 0
step_in = initial(step_in)
step_energy_drain = initial(step_energy_drain)
src.occupant_message("<font color='red'>Leg actuators damage threshold exceded. Disabling overload.</font>")
src.occupant_message("<span class='danger'>Leg actuators damage threshold exceded. Disabling overload.</span>")
return

View File

@@ -51,7 +51,7 @@
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("<font color='red'>The [src] is destroyed!</font>")
chassis.occupant_message("<span class='danger'>The [src] is destroyed!</span>")
chassis.log_append_to_last("[src] is destroyed.",1)
if(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon))
chassis.occupant << sound('sound/mecha/weapdestr.ogg',volume=50)

View File

@@ -60,7 +60,7 @@
if(chassis.loc!=C || target.loc!=T)
return
if(occupant)
occupant_message("<font color=\"red\"><B>The sleeper is already occupied!</B></font>")
occupant_message("<span class='userdanger'>The sleeper is already occupied!</span>")
return
target.forceMove(src)
occupant = target
@@ -72,7 +72,7 @@
*/
set_ready_state(0)
pr_mech_sleeper.start()
occupant_message("<font color='blue'>[target] successfully loaded into [src]. Life support functions engaged.</font>")
occupant_message("<span class='notice'>[target] successfully loaded into [src]. Life support functions engaged.</span>")
chassis.visible_message("[chassis] loads [target] into [src].")
log_message("[target] loaded. Life support functions engaged.")
return
@@ -281,7 +281,7 @@
var/result = load_cable(target)
var/message
if(isnull(result))
message = "<font color='red'>Unable to load [target] - no cable found.</font>"
message = "<span class='danger'>Unable to load [target] - no cable found.</span>"
else if(!result)
message = "Reel is full."
else

View File

@@ -43,15 +43,15 @@
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
occupant_message("<font color='blue'>[target] successfully loaded.</font>")
occupant_message("<span class='notice'>[target] successfully loaded.</span>")
log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
occupant_message("<font color='red'>You must hold still while handling objects.</font>")
occupant_message("<span class='danger'>You must hold still while handling objects.</span>")
O.anchored = initial(O.anchored)
else
occupant_message("<font color='red'>Not enough room in cargo compartment.</font>")
occupant_message("<span class='danger'>Not enough room in cargo compartment.</span>")
else
occupant_message("<font color='red'>[target] is firmly secured.</font>")
occupant_message("<span class='danger'>[target] is firmly secured.</span>")
else if(istype(target,/mob/living))
var/mob/living/M = target
@@ -60,8 +60,8 @@
M.take_overall_damage(dam_force)
M.adjustOxyLoss(round(dam_force/2))
M.updatehealth()
occupant_message("\red You squeeze [target] with [src.name]. Something cracks.")
chassis.visible_message("\red [chassis] squeezes [target].")
occupant_message("<span class='danger'>You squeeze [target] with [src.name]. Something cracks.</span>")
chassis.visible_message("<span class='danger'>[chassis] squeezes [target].</span>")
add_logs(chassis.occupant, M, "attacked", object="[name]", addition="(INTENT: [uppertext(chassis.occupant.a_intent)]) (DAMTYE: [uppertext(damtype)])")
else
step_away(M,chassis)
@@ -87,14 +87,14 @@
if(!target_obj.vars.Find("unacidable") || target_obj.unacidable) return
set_ready_state(0)
chassis.use_power(energy_drain)
chassis.visible_message("<font color='red'><b>[chassis] starts to drill [target]</b></font>", "You hear the drill.")
occupant_message("<font color='red'><b>You start to drill [target]</b></font>")
chassis.visible_message("<span class='userdanger'>[chassis] starts to drill [target]</span>", "You hear the drill.")
occupant_message("<span class='userdanger'>You start to drill [target]</span>")
var/T = chassis.loc
var/C = target.loc //why are these backwards? we may never know -Pete
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
if(istype(target, /turf/simulated/wall/r_wall))
occupant_message("<font color='red'>[target] is too durable to drill through.</font>")
occupant_message("<span class='danger'>[target] is too durable to drill through.</span>")
else if(istype(target, /turf/simulated/mineral))
for(var/turf/simulated/mineral/M in range(chassis,1))
if(get_dir(chassis,M)&chassis.dir)
@@ -161,8 +161,8 @@
if(target_obj.unacidable) return
set_ready_state(0)
chassis.use_power(energy_drain)
chassis.visible_message("<font color='red'><b>[chassis] starts to drill [target]</b></font>", "You hear the drill.")
occupant_message("<font color='red'><b>You start to drill [target]</b></font>")
chassis.visible_message("<span class='userdanger'>[chassis] starts to drill [target]</span>", "You hear the drill.")
occupant_message("<span class='danger'>You start to drill [target]</span>")
var/T = chassis.loc
var/C = target.loc //why are these backwards? we may never know -Pete
if(do_after_cooldown(target))
@@ -227,7 +227,7 @@
if(istype(target, /obj/structure/reagent_dispensers/watertank) && get_dist(chassis,target) <= 1)
var/obj/o = target
o.reagents.trans_to(src, 200)
occupant_message("\blue Extinguisher refilled")
occupant_message("<span class='notice'>Extinguisher refilled.</span>")
playsound(chassis, 'sound/effects/refill.ogg', 50, 1, -6)
else
if(src.reagents.total_volume > 0)
@@ -559,11 +559,11 @@
return chassis.dynattackby(W,user)
chassis.log_message("Attacked by [W]. Attacker - [user]")
if(prob(chassis.deflect_chance*deflect_coeff))
user << "\red The [W] bounces off [chassis] armor."
user << "<span class='danger'>The [W] bounces off [chassis] armor.</span>"
chassis.log_append_to_last("Armor saved.")
else
chassis.occupant_message("<font color='red'><b>[user] hits [chassis] with [W].</b></font>")
user.visible_message("<font color='red'><b>[user] hits [chassis] with [W].</b></font>", "<font color='red'><b>You hit [src] with [W].</b></font>")
chassis.occupant_message("<span class='userdanger'>[user] hits [chassis] with [W].</span>")
user.visible_message("<span class='userdanger'>[user] hits [chassis] with [W].</span>", "<span class='userdanger'>You hit [src] with [W].</span>")
chassis.take_damage(round(W.force*damage_coeff),W.damtype)
chassis.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
set_ready_state(0)
@@ -611,7 +611,7 @@
if(!action_checks(src))
return chassis.dynbulletdamage(Proj)
if(prob(chassis.deflect_chance*deflect_coeff))
chassis.occupant_message("\blue The armor deflects incoming projectile.")
chassis.occupant_message("<span class='notice'>The armor deflects incoming projectile.</span>")
chassis.visible_message("The [chassis.name] armor deflects the projectile")
chassis.log_append_to_last("Armor saved.")
else
@@ -627,7 +627,7 @@
if(!action_checks(A))
return chassis.dynhitby(A)
if(prob(chassis.deflect_chance*deflect_coeff) || istype(A, /mob/living) || istype(A, /obj/item/mecha_parts/mecha_tracking))
chassis.occupant_message("\blue The [A] bounces off the armor.")
chassis.occupant_message("<span class='notice'>The [A] bounces off the armor.</span>")
chassis.visible_message("The [A] bounces off the [chassis] armor")
chassis.log_append_to_last("Armor saved.")
if(istype(A, /mob/living))
@@ -919,7 +919,7 @@
var/result = load_fuel(target)
var/message
if(isnull(result))
message = "<font color='red'>[fuel] traces in target minimal. [target] cannot be used as fuel.</font>"
message = "<span class='danger'>[fuel] traces in target minimal. [target] cannot be used as fuel.</span>"
else if(!result)
message = "Unit is full."
else
@@ -944,7 +944,7 @@
/obj/item/mecha_parts/mecha_equipment/generator/attackby(weapon,mob/user)
var/result = load_fuel(weapon)
if(isnull(result))
user.visible_message("[user] tries to shove [weapon] into [src]. What a dumb-ass.","<font color='red'>[fuel] traces minimal. [weapon] cannot be used as fuel.</font>")
user.visible_message("[user] tries to shove [weapon] into [src]. What a dumb-ass.","<span class='danger'>[fuel] traces minimal. [weapon] cannot be used as fuel.</span>")
else if(!result)
user << "Unit is full."
else
@@ -1076,25 +1076,25 @@
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
chassis.occupant_message("<font color='blue'>[target] successfully loaded.</font>")
chassis.occupant_message("<span class='notice'>[target] successfully loaded.</span>")
chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
chassis.occupant_message("<font color='red'>You must hold still while handling objects.</font>")
chassis.occupant_message("<span class='danger'>You must hold still while handling objects.</span>")
O.anchored = initial(O.anchored)
else
chassis.occupant_message("<font color='red'>Not enough room in cargo compartment.</font>")
chassis.occupant_message("<span class='danger'>Not enough room in cargo compartment.</span>")
else
chassis.occupant_message("<font color='red'>[target] is firmly secured.</font>")
chassis.occupant_message("<span class='danger'>[target] is firmly secured.</span>")
else if(istype(target,/mob/living))
var/mob/living/M = target
if(M.stat>1) return
if(chassis.occupant.a_intent == "harm")
chassis.occupant_message("\red You obliterate [target] with [src.name], leaving blood and guts everywhere.")
chassis.visible_message("\red [chassis] destroys [target] in an unholy fury.")
chassis.occupant_message("<span class='danger'>You obliterate [target] with [src.name], leaving blood and guts everywhere.</span>")
chassis.visible_message("<span class='danger'>[chassis] destroys [target] in an unholy fury.</span>")
if(chassis.occupant.a_intent == "disarm")
chassis.occupant_message("\red You tear [target]'s limbs off with [src.name].")
chassis.visible_message("\red [chassis] rips [target]'s arms off.")
chassis.occupant_message("<span class='danger'>You tear [target]'s limbs off with [src.name].</span>")
chassis.visible_message("<span class='danger'>[chassis] rips [target]'s arms off.</span>")
else
step_away(M,chassis)
chassis.occupant_message("You smash into [target], sending them flying.")

View File

@@ -792,7 +792,7 @@
default_deconstruction_crowbar(W)
return 1
else
user << "\red You can't load \the [src.name] while it's opened."
user << "<span class='danger'>You can't load \the [src.name] while it's opened.</span>"
return 1
if(istype(W, /obj/item/weapon/card/emag))

View File

@@ -275,7 +275,7 @@
if(!src.occupant || src.occupant != user ) return
if(user.stat) return
if(state)
occupant_message("<font color='red'>Maintenance protocols in effect</font>")
occupant_message("<span class='danger'>Maintenance protocols in effect</span>")
return
if(!get_charge()) return
if(src == target) return
@@ -324,7 +324,7 @@
last_message = world.time
return 0
if(state)
occupant_message("<font color='red'>Maintenance protocols in effect</font>")
occupant_message("<span class='danger'>Maintenance protocols in effect</span>")
return
return domove(direction)
@@ -471,9 +471,9 @@
if ((HULK in user.mutations) && !prob(src.deflect_chance))
src.take_damage(15)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
user.visible_message("<font color='red'><b>[user] hits [src.name], doing some damage.</b></font>", "<font color='red'><b>You hit [src.name] with all your might. The metal creaks and bends.</b></font>")
user.visible_message("<span class='userdanger'>[user] hits [src.name], doing some damage.</span>", "<span class='userdanger'>You hit [src.name] with all your might. The metal creaks and bends.</span>")
else
user.visible_message("<font color='red'><b>[user] hits [src.name]. Nothing happens</b></font>","<font color='red'><b>You hit [src.name] with no visible effect.</b></font>")
user.visible_message("<span class='userdanger'>[user] hits [src.name]. Nothing happens</span>","<span class='userdanger'>You hit [src.name] with no visible effect.</span>")
src.log_append_to_last("Armor saved.")
return
@@ -487,14 +487,14 @@
src.take_damage(15)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
user << "\red You slash at the armored suit!"
visible_message("\red The [user] slashes at [src.name]'s armor!")
user << "<span class='danger'>You slash at the armored suit!</span>"
visible_message("<span class='danger'>The [user] slashes at [src.name]'s armor!</span>")
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
user << "\green Your claws had no effect!"
src.occupant_message("\blue The [user]'s claws are stopped by the armor.")
visible_message("\blue The [user] rebounds off [src.name]'s armor!")
src.occupant_message("<span class='notice'>The [user]'s claws are stopped by the armor.</span>")
visible_message("<span class='notice'>The [user] rebounds off [src.name]'s armor!</span>")
return
@@ -507,13 +507,13 @@
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
src.take_damage(damage)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
visible_message("\red <B>[user]</B> [user.attacktext] [src]!")
visible_message("<span class='danger'><B>[user]</B> [user.attacktext] [src]!</span>")
add_logs(user, src, "attacked", admin=0)
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
src.occupant_message("\blue The [user]'s attack is stopped by the armor.")
visible_message("\blue The [user] rebounds off [src.name]'s armor!")
src.occupant_message("<span class='notice'>The [user]'s attack is stopped by the armor.</span>")
visible_message("<span class='notice'>The [user] rebounds off [src.name]'s armor!</span>")
add_logs(user, src, "attacked", admin=0)
return
@@ -531,7 +531,7 @@
src.visible_message("The [A] fastens firmly to [src].")
return
if(prob(src.deflect_chance) || istype(A, /mob))
src.occupant_message("\blue The [A] bounces off the armor.")
src.occupant_message("<span class='notice'>The [A] bounces off the armor.</span>")
src.visible_message("The [A] bounces off the [src.name] armor")
src.log_append_to_last("Armor saved.")
if(istype(A, /mob/living))
@@ -553,7 +553,7 @@
/obj/mecha/proc/dynbulletdamage(var/obj/item/projectile/Proj)
if(prob(src.deflect_chance))
src.occupant_message("\blue The armor deflects incoming projectile.")
src.occupant_message("<span class='notice'>The armor deflects incoming projectile.</span>")
src.visible_message("The [src.name] armor deflects the projectile")
src.log_append_to_last("Armor saved.")
return
@@ -637,7 +637,7 @@
src.log_message("Attacked by [W]. Attacker - [user]")
if(prob(src.deflect_chance))
user << "\red The [W] bounces off [src.name] armor."
user << "<span class='danger'>The [W] bounces off [src.name] armor.</span>"
src.log_append_to_last("Armor saved.")
/*
for (var/mob/V in viewers(src))
@@ -646,8 +646,8 @@
*/
return 0
else
src.occupant_message("<font color='red'><b>[user] hits [src] with [W].</b></font>")
user.visible_message("<font color='red'><b>[user] hits [src] with [W].</b></font>", "<font color='red'><b>You hit [src] with [W].</b></font>")
src.occupant_message("<span class='userdanger'>[user] hits [src] with [W].</span>")
user.visible_message("<span class='userdanger'>[user] hits [src] with [W].</span>", "<span class='userdanger'>You hit [src] with [W].</span>")
src.take_damage(W.force,W.damtype)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
return 1
@@ -687,9 +687,9 @@
output_maintenance_dialog(id_card, user)
return
else
user << "\red Invalid ID: Access denied."
user << "<span class='danger'>Invalid ID: Access denied.</span>"
else
user << "\red Maintenance protocols disabled by operator."
user << "<span class='danger'>Maintenance protocols disabled by operator.</span>"
else if(istype(W, /obj/item/weapon/wrench))
if(state==1)
state = 2
@@ -749,11 +749,11 @@
if (WT.remove_fuel(0,user))
if (hasInternalDamage(MECHA_INT_TANK_BREACH))
clearInternalDamage(MECHA_INT_TANK_BREACH)
user << "\blue You repair the damaged gas tank."
user << "<span class='notice'>You repair the damaged gas tank.</span>"
else
return
if(src.health<initial(src.health))
user << "\blue You repair some damage to [src.name]."
user << "<span class='notice'>You repair some damage to [src.name].</span>"
src.health += min(10, initial(src.health)-src.health)
else
user << "The [src.name] is at full integrity"
@@ -879,12 +879,12 @@
var/obj/machinery/atmospherics/portables_connector/possible_port = locate(/obj/machinery/atmospherics/portables_connector/) in loc
if(possible_port)
if(connect(possible_port))
src.occupant_message("\blue [name] connects to the port.")
src.occupant_message("<span class='notice'>[name] connects to the port.</span>")
src.verbs += /obj/mecha/verb/disconnect_from_port
src.verbs -= /obj/mecha/verb/connect_to_port
return
else
src.occupant_message("\red [name] failed to connect to the port.")
src.occupant_message("<span class='danger'>[name] failed to connect to the port.</span>")
return
else
src.occupant_message("Nothing happens")
@@ -900,11 +900,11 @@
if(usr != src.occupant) return
if(disconnect())
src.occupant_message("\blue [name] disconnects from the port.")
src.occupant_message("<span class='notice'>[name] disconnects from the port.</span>")
src.verbs -= /obj/mecha/verb/disconnect_from_port
src.verbs += /obj/mecha/verb/connect_to_port
else
src.occupant_message("\red [name] is not connected to the port at the moment.")
src.occupant_message("<span class='danger'>[name] is not connected to the port at the moment.</span>")
/obj/mecha/verb/toggle_lights()
set name = "Toggle Lights"
@@ -1018,7 +1018,7 @@
//Added a message here since people assume their first click failed or something./N
// user << "Installing MMI, please stand by."
visible_message("\blue [usr] starts to insert an MMI into [src.name]")
visible_message("<span class='notice'>[usr] starts to insert an MMI into [src.name]</span>")
if(enter_after(40,user))
if(!occupant)
@@ -1246,11 +1246,11 @@
/obj/mecha/proc/report_internal_damage()
var/output = null
var/list/dam_reports = list(
"[MECHA_INT_FIRE]" = "<font color='red'><b>INTERNAL FIRE</b></font>",
"[MECHA_INT_TEMP_CONTROL]" = "<font color='red'><b>LIFE SUPPORT SYSTEM MALFUNCTION</b></font>",
"[MECHA_INT_TANK_BREACH]" = "<font color='red'><b>GAS TANK BREACH</b></font>",
"[MECHA_INT_CONTROL_LOST]" = "<font color='red'><b>COORDINATION SYSTEM CALIBRATION FAILURE</b></font> - <a href='?src=\ref[src];repair_int_control_lost=1'>Recalibrate</a>",
"[MECHA_INT_SHORT_CIRCUIT]" = "<font color='red'><b>SHORT CIRCUIT</b></font>"
"[MECHA_INT_FIRE]" = "<span class='userdanger'>INTERNAL FIRE</span>",
"[MECHA_INT_TEMP_CONTROL]" = "<span class='userdanger'>LIFE SUPPORT SYSTEM MALFUNCTION</span>",
"[MECHA_INT_TANK_BREACH]" = "<span class='userdanger'>GAS TANK BREACH</span>",
"[MECHA_INT_CONTROL_LOST]" = "<span class='userdanger'>COORDINATION SYSTEM CALIBRATION FAILURE</span> - <a href='?src=\ref[src];repair_int_control_lost=1'>Recalibrate</a>",
"[MECHA_INT_SHORT_CIRCUIT]" = "<span class='userdanger'>SHORT CIRCUIT</span>"
)
for(var/tflag in dam_reports)
var/intdamflag = text2num(tflag)
@@ -1258,7 +1258,7 @@
output += dam_reports[tflag]
output += "<br />"
if(return_pressure() > WARNING_HIGH_PRESSURE)
output += "<font color='red'><b>DANGEROUSLY HIGH CABIN PRESSURE</b></font><br />"
output += "<span class='userdanger'>DANGEROUSLY HIGH CABIN PRESSURE</span><br />"
return output
@@ -1269,13 +1269,13 @@
var/tank_temperature = internal_tank ? internal_tank.return_temperature() : "Unknown"
var/cabin_pressure = round(return_pressure(),0.01)
var/output = {"[report_internal_damage()]
[integrity<30?"<font color='red'><b>DAMAGE LEVEL CRITICAL</b></font><br>":null]
[integrity<30?"<span class='userdanger'>DAMAGE LEVEL CRITICAL</span><br>":null]
<b>Integrity: </b> [integrity]%<br>
<b>Powercell charge: </b>[isnull(cell_charge)?"No powercell installed":"[cell.percent()]%"]<br>
<b>Air source: </b>[use_internal_tank?"Internal Airtank":"Environment"]<br>
<b>Airtank pressure: </b>[tank_pressure]kPa<br>
<b>Airtank temperature: </b>[tank_temperature]&deg;K|[tank_temperature - T0C]&deg;C<br>
<b>Cabin pressure: </b>[cabin_pressure>WARNING_HIGH_PRESSURE ? "<font color='red'>[cabin_pressure]</font>": cabin_pressure]kPa<br>
<b>Cabin pressure: </b>[cabin_pressure>WARNING_HIGH_PRESSURE ? "<span class='danger'>[cabin_pressure]</span>": cabin_pressure]kPa<br>
<b>Cabin temperature: </b> [return_temperature()]&deg;K|[return_temperature() - T0C]&deg;C<br>
<b>Lights: </b>[lights?"on":"off"]<br>
[src.dna?"<b>DNA-locked:</b><br> <span style='font-size:10px;letter-spacing:-1px;'>[src.dna]</span> \[<a href='?src=\ref[src];reset_dna=1'>Reset</a>\]<br>":null]
@@ -1373,7 +1373,7 @@
var/a_name = get_access_desc(a)
if(!a_name) continue //there's some strange access without a name
output += "[a_name] - <a href='?src=\ref[src];add_req_access=[a];user=\ref[user];id_card=\ref[id_card]'>Add</a><br>"
output += "<hr><a href='?src=\ref[src];finish_req_access=1;user=\ref[user]'>Finish</a> <font color='red'>(Warning! The ID upload panel will be locked. It can be unlocked only through Exosuit Interface.)</font>"
output += "<hr><a href='?src=\ref[src];finish_req_access=1;user=\ref[user]'>Finish</a> <span class='danger'>(Warning! The ID upload panel will be locked. It can be unlocked only through Exosuit Interface.)</span>"
output += "</body></html>"
user << browse(output, "window=exosuit_add_access")
onclose(user, "exosuit_add_access")
@@ -1505,7 +1505,7 @@ var/year_integer = text2num(year) // = 2013???
if(href_list["toggle_maint_access"])
if(usr != src.occupant) return
if(state)
occupant_message("<font color='red'>Maintenance protocols in effect</font>")
occupant_message("<span class='danger'>Maintenance protocols in effect</span>")
return
maint_access = !maint_access
send_byjax(src.occupant,"exosuit.browser","t_maint_access","[maint_access?"Forbid":"Permit"] maintenance protocols")
@@ -1567,10 +1567,10 @@ var/year_integer = text2num(year) // = 2013???
if(do_after(100))
if(T == src.loc)
src.clearInternalDamage(MECHA_INT_CONTROL_LOST)
src.occupant_message("<font color='blue'>Recalibration successful.</font>")
src.occupant_message("<span class='notice'>Recalibration successful.</span>")
src.log_message("Recalibration of coordination system finished with 0 errors.")
else
src.occupant_message("<font color='red'>Recalibration failed.</font>")
src.occupant_message("<span class='danger'>Recalibration failed.</span>")
src.log_message("Recalibration of coordination system failed with 1 error.",1)
//debug

View File

@@ -34,7 +34,7 @@
/turf/simulated/Entered(atom/A, atom/OL)
if(movement_disabled && usr.ckey != movement_disabled_exception)
usr << "\red Movement is admin-disabled." //This is to identify lag problems
usr << "<span class='danger'>Movement is admin-disabled.</span>" //This is to identify lag problems
return
if (istype(A,/mob/living/carbon))

View File

@@ -428,18 +428,18 @@ turf/simulated/floor/proc/update_icon()
qdel(C)
T.state = C //fixing it by bashing it with a light bulb, fun eh?
update_icon()
user << "\blue You replace the light bulb."
user << "<span class='notice'>You replace the light bulb.</span>"
else
user << "\blue The lightbulb seems fine, no need to replace it."
user << "<span class='notice'>The lightbulb seems fine, no need to replace it.</span>"
if(istype(C, /obj/item/weapon/crowbar) && (!(is_plating())))
if(broken || burnt)
user << "\red You remove the broken plating."
user << "<span class='danger'>You remove the broken plating.</span>"
else
if(is_wood_floor())
user << "\red You forcefully pry off the planks, destroying them in the process."
user << "<span class='danger'>You forcefully pry off the planks, destroying them in the process.</span>"
else
user << "\red You remove the [floor_tile.name]."
user << "<span class='danger'>You remove the [floor_tile.name].</span>"
new floor_tile.type(src)
make_plating()
@@ -452,7 +452,7 @@ turf/simulated/floor/proc/update_icon()
return
else
if(is_wood_floor())
user << "\red You unscrew the planks."
user << "<span class='danger'>You unscrew the planks.</span>"
new floor_tile.type(src)
make_plating()
@@ -508,7 +508,7 @@ turf/simulated/floor/proc/update_icon()
levelupdate()
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
else
user << "\blue This section is too damaged to support a tile. Use a welder to fix the damage."
user << "<span class='notice'>This section is too damaged to support a tile. Use a welder to fix the damage.</span>"
if(istype(C, /obj/item/stack/cable_coil))
@@ -526,20 +526,20 @@ turf/simulated/floor/proc/update_icon()
if(is_grass_floor())
new /obj/item/weapon/ore/glass(src)
new /obj/item/weapon/ore/glass(src) //Make some sand if you shovel grass
user << "\blue You shovel the grass."
user << "<span class='notice'>You shovel the grass.</span>"
make_plating()
else
user << "\red You cannot shovel this."
user << "<span class='danger'>You cannot shovel this.</span>"
if(istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/welder = C
if(welder.isOn() && (is_plating()))
if(broken || burnt)
if(welder.remove_fuel(0,user))
user << "\red You fix some dents on the broken plating."
user << "<span class='danger'>You fix some dents on the broken plating.</span>"
playsound(src, 'sound/items/Welder.ogg', 80, 1)
icon_state = icon_plating
burnt = 0
broken = 0
else
user << "\blue You need more welding fuel to complete this task."
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"

View File

@@ -54,7 +54,7 @@
if(!user)
return
if(istype(C, /obj/item/weapon/wrench))
user << "\blue Removing rods..."
user << "<span class='notice'>Removing rods...</span>"
playsound(src, 'sound/items/Ratchet.ogg', 80, 1)
if(do_after(user, 30))
new /obj/item/stack/rods(src, 2)

View File

@@ -54,7 +54,7 @@
/turf/space/Entered(atom/movable/A as mob|obj)
if(movement_disabled)
usr << "\red Movement is admin-disabled." //This is to identify lag problems
usr << "<span class='danger'>Movement is admin-disabled.</span>" //This is to identify lag problems
return
..()
if ((!(A) || src != A.loc)) return

View File

@@ -51,7 +51,7 @@
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
if(movement_disabled && usr.ckey != movement_disabled_exception)
usr << "\red Movement is admin-disabled." //This is to identify lag problems
usr << "<span class='danger'>Movement is admin-disabled.</span>" //This is to identify lag problems
return
if (!mover)
return 1
@@ -87,7 +87,7 @@
/turf/Entered(atom/atom as mob|obj)
if(movement_disabled)
usr << "\red Movement is admin-disabled." //This is to identify lag problems
usr << "<span class='danger'>Movement is admin-disabled.</span>" //This is to identify lag problems
return
..()
//vvvvv Infared beam stuff vvvvv