Another regex pass

<span class='warning'><b> -> <span class='danger'>
This commit is contained in:
D3athrow
2015-04-14 18:34:31 -05:00
parent 1a9fec4ae6
commit fdf8b918aa
13 changed files with 30 additions and 30 deletions

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@@ -146,7 +146,7 @@ datum
setup() setup()
set background = 1 set background = 1
world << "<span class='warning'><B>Processing Geometry...</span></B>" world << "<span class='danger'>Processing Geometry...</span>"
sleep(1) sleep(1)
var/start_time = world.timeofday var/start_time = world.timeofday
@@ -156,7 +156,7 @@ datum
assemble_group_turf(S) assemble_group_turf(S)
S.update_air_properties() S.update_air_properties()
world << "<span class='warning'><B>Geometry processed in [(world.timeofday-start_time)/10] seconds!</span></B>" world << "<span class='danger'>Geometry processed in [(world.timeofday-start_time)/10] seconds!</span>"
assemble_group_turf(turf/simulated/base) assemble_group_turf(turf/simulated/base)

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@@ -96,7 +96,7 @@ Class Procs:
set background = 1 set background = 1
#endif #endif
world << "<span class='warning'><B>Processing Geometry...</span></B>" world << "<span class='danger'>Processing Geometry...</span>"
sleep(-1) sleep(-1)
var/start_time = world.timeofday var/start_time = world.timeofday

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@@ -127,7 +127,7 @@ var/datum/controller/air_system/air_master
//Outputs: None. //Outputs: None.
//set background = 1 //set background = 1
world << "<span class='warning'><B>Processing Geometry...</span></B>" world << "<span class='danger'>Processing Geometry...</span>"
sleep(-1) sleep(-1)
var/start_time = world.timeofday var/start_time = world.timeofday

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@@ -55,7 +55,7 @@ datum/controller/game_controller/New()
job_master = new /datum/controller/occupations() job_master = new /datum/controller/occupations()
job_master.SetupOccupations() job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt") job_master.LoadJobs("config/jobs.txt")
world << "<span class='warning'><B>Job setup complete</span></B>" world << "<span class='danger'>Job setup complete</span>"
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
@@ -90,9 +90,9 @@ datum/controller/game_controller/proc/setup()
setup_economy() setup_economy()
SetupXenoarch() SetupXenoarch()
cachedamageicons() cachedamageicons()
world << "<span class='warning'><B>Caching Jukebox playlists...</span></B>" world << "<span class='danger'>Caching Jukebox playlists...</span>"
load_juke_playlists() load_juke_playlists()
world << "<span class='warning'><B>Caching Jukebox playlists complete.</span></B>" world << "<span class='danger'>Caching Jukebox playlists complete.</span>"
//if(map && map.dorf) //if(map && map.dorf)
//mining_surprises = typesof(/mining_surprise/dorf) - /mining_surprise/dorf //mining_surprises = typesof(/mining_surprise/dorf) - /mining_surprise/dorf
//max_secret_rooms += 2 //max_secret_rooms += 2
@@ -133,7 +133,7 @@ datum/controller/game_controller/proc/cachedamageicons()
del(H) del(H)
datum/controller/game_controller/proc/setup_objects() datum/controller/game_controller/proc/setup_objects()
world << "<span class='warning'><B>Initializing objects</span></B>" world << "<span class='danger'>Initializing objects</span>"
sleep(-1) sleep(-1)
//var/last_init_type = null //var/last_init_type = null
for(var/atom/movable/object in world) for(var/atom/movable/object in world)
@@ -143,12 +143,12 @@ datum/controller/game_controller/proc/setup_objects()
object.initialize() object.initialize()
world << "<span class='warning'><B>Initializing pipe networks</span></B>" world << "<span class='danger'>Initializing pipe networks</span>"
sleep(-1) sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines) for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network() machine.build_network()
world << "<span class='warning'><B>Initializing atmos machinery.</span></B>" world << "<span class='danger'>Initializing atmos machinery.</span>"
sleep(-1) sleep(-1)
for(var/obj/machinery/atmospherics/unary/U in machines) for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump)) if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
@@ -158,7 +158,7 @@ datum/controller/game_controller/proc/setup_objects()
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status() T.broadcast_status()
world << "<span class='warning'><B>Initializations complete.</span></B>" world << "<span class='danger'>Initializations complete.</span>"
sleep(-1) sleep(-1)

View File

@@ -17,7 +17,7 @@ var/global/datum/controller/occupations/job_master
occupations = list() occupations = list()
var/list/all_jobs = typesof(/datum/job) var/list/all_jobs = typesof(/datum/job)
if(!all_jobs.len) if(!all_jobs.len)
world << "<span class='warning'><B>Error setting up jobs, no job datums found</span></B>" world << "<span class='danger'>Error setting up jobs, no job datums found</span>"
return 0 return 0
for(var/J in all_jobs) for(var/J in all_jobs)
var/datum/job/job = new J() var/datum/job/job = new J()

View File

@@ -94,11 +94,11 @@
if (src.connected) if (src.connected)
if (src.connected.occupant) if (src.connected.occupant)
if (src.connected.occupant.stat == DEAD) if (src.connected.occupant.stat == DEAD)
usr << "<span class='warning'><B>This person has no life for to preserve anymore. Take them to a department capable of reanimating them.</span></B>" usr << "<span class='danger'>This person has no life for to preserve anymore. Take them to a department capable of reanimating them.</span>"
else if(src.connected.occupant.health > 0 || href_list["chemical"] == "inaprovaline") else if(src.connected.occupant.health > 0 || href_list["chemical"] == "inaprovaline")
src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"])) src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"]))
else else
usr << "<span class='warning'><B>This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!</span></B>" usr << "<span class='danger'>This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!</span>"
if (href_list["refresh"]) if (href_list["refresh"])
src.updateUsrDialog() src.updateUsrDialog()
src.add_fingerprint(usr) src.add_fingerprint(usr)

View File

@@ -3,7 +3,7 @@ proc/createRandomZlevel()
return return
var/list/potentialRandomZlevels = list() var/list/potentialRandomZlevels = list()
world << "<span class='warning'><B>Searching for away missions...</span></B>" world << "<span class='danger'>Searching for away missions...</span>"
var/list/Lines = file2list("maps/RandomZLevels/fileList.txt") var/list/Lines = file2list("maps/RandomZLevels/fileList.txt")
if(!Lines.len) return if(!Lines.len) return
for (var/t in Lines) for (var/t in Lines)
@@ -35,7 +35,7 @@ proc/createRandomZlevel()
if(potentialRandomZlevels.len) if(potentialRandomZlevels.len)
world << "<span class='warning'><B>Loading away mission...</span></B>" world << "<span class='danger'>Loading away mission...</span>"
var/map = pick(potentialRandomZlevels) var/map = pick(potentialRandomZlevels)
var/file = file(map) var/file = file(map)
@@ -47,8 +47,8 @@ proc/createRandomZlevel()
continue continue
awaydestinations.Add(L) awaydestinations.Add(L)
world << "<span class='warning'><B>Away mission loaded.</span></B>" world << "<span class='danger'>Away mission loaded.</span>"
else else
world << "<span class='warning'><B>No away missions found.</span></B>" world << "<span class='danger'>No away missions found.</span>"
return return

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@@ -117,7 +117,7 @@
adjustBruteLoss(damage) adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[src] has been attacked with [O] by [user]. </span></B>") M.show_message("<span class='danger'>[src] has been attacked with [O] by [user]. </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
@@ -160,11 +160,11 @@
adjustBruteLoss(damage) adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[src] has been attacked with [O] by [user]. </span></B>") M.show_message("<span class='danger'>[src] has been attacked with [O] by [user]. </span>")
else else
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[O] bounces harmlessly off of [src]. </span></B>") M.show_message("<span class='danger'>[O] bounces harmlessly off of [src]. </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
@@ -289,11 +289,11 @@
adjustBruteLoss(damage) adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[src] has been attacked with [O] by [user]. </span></B>") M.show_message("<span class='danger'>[src] has been attacked with [O] by [user]. </span>")
else else
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[O] bounces harmlessly off of [src]. </span></B>") M.show_message("<span class='danger'>[O] bounces harmlessly off of [src]. </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))

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@@ -88,7 +88,7 @@
if( O.force ) if( O.force )
usr << "<span class='warning'>[src] is wearing too much armor. You can't cause \him any damage.</span>" usr << "<span class='warning'>[src] is wearing too much armor. You can't cause \him any damage.</span>"
for (var/mob/M in viewers(src, null)) for (var/mob/M in viewers(src, null))
M.show_message("<span class='warning'><B>[user] hits [src] with [O], however [src] is too armored.</span></B>") M.show_message("<span class='danger'>[user] hits [src] with [O], however [src] is too armored.</span>")
else else
usr << "<span class='warning'>[src] is wearing too much armor. You can't reach \his skin.</span>" usr << "<span class='warning'>[src] is wearing too much armor. You can't reach \his skin.</span>"
for (var/mob/M in viewers(src, null)) for (var/mob/M in viewers(src, null))

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@@ -44,7 +44,7 @@
/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob) /mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/wirecutters)) if(istype(O, /obj/item/weapon/wirecutters))
if(prob(50)) if(prob(50))
user << "<span class='warning'><B>This kills the crab.</span></B>" user << "<span class='danger'>This kills the crab.</span>"
health -= 20 health -= 20
Die() Die()
else else

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@@ -66,9 +66,9 @@
if (O.damtype == HALLOSS) if (O.damtype == HALLOSS)
damage = 0 damage = 0
health -= damage health -= damage
visible_message("<span class='warning'><B>[src] has been attacked with [O] by [user]. </span></B>") visible_message("<span class='danger'>[src] has been attacked with [O] by [user]. </span>")
else else
visible_message("<span class='warning'><B>[src] blocks [O] with its shield! </span></B>") visible_message("<span class='danger'>[src] blocks [O] with its shield! </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
visible_message("<span class='warning'>[user] gently taps [src] with [O]. </span>") visible_message("<span class='warning'>[user] gently taps [src] with [O]. </span>")

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@@ -442,7 +442,7 @@
adjustBruteLoss(damage) adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[src] has been attacked with the [O] by [user]. </span></B>") M.show_message("<span class='danger'>[src] has been attacked with the [O] by [user]. </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))

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@@ -43,11 +43,11 @@
health -= damage health -= damage
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>[src] has been attacked with the [O] by [user]. </span></B>") M.show_message("<span class='danger'>[src] has been attacked with the [O] by [user]. </span>")
else else
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded ))) if ((M.client && !( M.blinded )))
M.show_message("<span class='warning'><B>The [O] bounces harmlessly off of [src]. </span></B>") M.show_message("<span class='danger'>The [O] bounces harmlessly off of [src]. </span>")
else else
usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>" usr << "<span class='warning'>This weapon is ineffective, it does no damage.</span>"
for(var/mob/M in viewers(src, null)) for(var/mob/M in viewers(src, null))