From 53ff425f04667cdc98088e52702b843e68dd1d67 Mon Sep 17 00:00:00 2001
From: Ghommie <42542238+Ghommie@users.noreply.github.com>
Date: Thu, 5 Dec 2019 21:55:28 +0100
Subject: [PATCH 1/2] Banishes some magic numbers from this realm.
---
code/__DEFINES/misc.dm | 4 ++++
code/datums/emotes.dm | 3 ---
code/modules/food_and_drinks/food/snacks.dm | 4 ++--
.../mob/living/simple_animal/friendly/cat.dm | 16 ++++++++--------
.../mob/living/simple_animal/friendly/dog.dm | 12 ++++++------
.../mob/living/simple_animal/hostile/hostile.dm | 2 +-
code/modules/mob/living/simple_animal/parrot.dm | 6 +++---
.../mob/living/simple_animal/simple_animal.dm | 8 ++++----
code/modules/surgery/organs/vocal_cords.dm | 12 ++++++------
9 files changed, 34 insertions(+), 33 deletions(-)
diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm
index 29ff0a8fae..5f7c2cb396 100644
--- a/code/__DEFINES/misc.dm
+++ b/code/__DEFINES/misc.dm
@@ -519,6 +519,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define VOMIT_TOXIC 1
#define VOMIT_PURPLE 2
+//whether the emote is visible or audible.
+#define EMOTE_VISIBLE 1
+#define EMOTE_AUDIBLE 2
+
// possible bitflag return values of intercept_zImpact(atom/movable/AM, levels = 1) calls
#define FALL_INTERCEPTED (1<<0) //Stops the movable from falling further and crashing on the ground
#define FALL_NO_MESSAGE (1<<1) //Used to suppress the "[A] falls through [old_turf]" messages where it'd make little sense at all, like going downstairs.
diff --git a/code/datums/emotes.dm b/code/datums/emotes.dm
index 6c91cc3a7d..f0fca5db5a 100644
--- a/code/datums/emotes.dm
+++ b/code/datums/emotes.dm
@@ -1,6 +1,3 @@
-#define EMOTE_VISIBLE 1
-#define EMOTE_AUDIBLE 2
-
/datum/emote
var/key = "" //What calls the emote
var/key_third_person = "" //This will also call the emote
diff --git a/code/modules/food_and_drinks/food/snacks.dm b/code/modules/food_and_drinks/food/snacks.dm
index d838b31aba..b8a63afb7f 100644
--- a/code/modules/food_and_drinks/food/snacks.dm
+++ b/code/modules/food_and_drinks/food/snacks.dm
@@ -319,13 +319,13 @@ All foods are distributed among various categories. Use common sense.
if(iscorgi(M))
var/mob/living/L = M
if(bitecount == 0 || prob(50))
- M.emote("me", 1, "nibbles away at \the [src]")
+ M.emote("me", EMOTE_VISIBLE, "nibbles away at \the [src]")
bitecount++
L.taste(reagents) // why should carbons get all the fun?
if(bitecount >= 5)
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [src] was")
if(sattisfaction_text)
- M.emote("me", 1, "[sattisfaction_text]")
+ M.emote("me", EMOTE_VISIBLE, "[sattisfaction_text]")
qdel(src)
// //////////////////////////////////////////////Store////////////////////////////////////////
diff --git a/code/modules/mob/living/simple_animal/friendly/cat.dm b/code/modules/mob/living/simple_animal/friendly/cat.dm
index 58d8a3ccca..73fd2b5569 100644
--- a/code/modules/mob/living/simple_animal/friendly/cat.dm
+++ b/code/modules/mob/living/simple_animal/friendly/cat.dm
@@ -169,40 +169,40 @@
/mob/living/simple_animal/pet/cat/Life()
if(!stat && !buckled && !client)
if(prob(1))
- emote("me", 1, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
+ emote("me", EMOTE_VISIBLE, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
icon_state = "[icon_living]_rest"
collar_type = "[initial(collar_type)]_rest"
resting = 1
update_canmove()
else if (prob(1))
- emote("me", 1, pick("sits down.", "crouches on its hind legs.", "looks alert."))
+ emote("me", EMOTE_VISIBLE, pick("sits down.", "crouches on its hind legs.", "looks alert."))
icon_state = "[icon_living]_sit"
collar_type = "[initial(collar_type)]_sit"
resting = 1
update_canmove()
else if (prob(1))
if (resting)
- emote("me", 1, pick("gets up and meows.", "walks around.", "stops resting."))
+ emote("me", EMOTE_VISIBLE, pick("gets up and meows.", "walks around.", "stops resting."))
icon_state = "[icon_living]"
collar_type = "[initial(collar_type)]"
resting = 0
update_canmove()
else
- emote("me", 1, pick("grooms its fur.", "twitches its whiskers.", "shakes out its coat."))
+ emote("me", EMOTE_VISIBLE, pick("grooms its fur.", "twitches its whiskers.", "shakes out its coat."))
//MICE!
if((src.loc) && isturf(src.loc))
if(!stat && !resting && !buckled)
for(var/mob/living/simple_animal/mouse/M in view(1,src))
if(!M.stat && Adjacent(M))
- emote("me", 1, "splats \the [M]!")
+ emote("me", EMOTE_VISIBLE, "splats \the [M]!")
M.splat()
movement_target = null
stop_automated_movement = 0
break
for(var/obj/item/toy/cattoy/T in view(1,src))
if (T.cooldown < (world.time - 400))
- emote("me", 1, "bats \the [T] around with its paw!")
+ emote("me", EMOTE_VISIBLE, "bats \the [T] around with its paw!")
T.cooldown = world.time
..()
@@ -241,10 +241,10 @@
if(change > 0)
if(M && stat != DEAD)
new /obj/effect/temp_visual/heart(loc)
- emote("me", 1, "purrs!")
+ emote("me", EMOTE_VISIBLE, "purrs!")
else
if(M && stat != DEAD)
- emote("me", 1, "hisses!")
+ emote("me", EMOTE_VISIBLE, "hisses!")
/mob/living/simple_animal/pet/cat/cak //I told you I'd do it, Remie
name = "Keeki"
diff --git a/code/modules/mob/living/simple_animal/friendly/dog.dm b/code/modules/mob/living/simple_animal/friendly/dog.dm
index c194233c42..eb7129181d 100644
--- a/code/modules/mob/living/simple_animal/friendly/dog.dm
+++ b/code/modules/mob/living/simple_animal/friendly/dog.dm
@@ -459,10 +459,10 @@
movement_target.attack_animal(src)
else if(ishuman(movement_target.loc) )
if(prob(20))
- emote("me", 1, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
+ emote("me", EMOTE_VISIBLE, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
if(prob(1))
- emote("me", 1, pick("dances around.","chases its tail!"))
+ emote("me", EMOTE_VISIBLE, pick("dances around.","chases its tail!"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
setDir(i)
@@ -618,7 +618,7 @@
if(!stat && !resting && !buckled)
if(prob(1))
- emote("me", 1, pick("dances around.","chases her tail."))
+ emote("me", EMOTE_VISIBLE, pick("dances around.","chases her tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
setDir(i)
@@ -629,7 +629,7 @@
if(!stat && !resting && !buckled)
if(prob(1))
- emote("me", 1, pick("chases its tail."))
+ emote("me", EMOTE_VISIBLE, pick("chases its tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
setDir(i)
@@ -648,8 +648,8 @@
if(change > 0)
if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
new /obj/effect/temp_visual/heart(loc)
- emote("me", 1, "yaps happily!")
+ emote("me", EMOTE_VISIBLE, "yaps happily!")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "pet_corgi", /datum/mood_event/pet_corgi)
else
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
- emote("me", 1, "growls!")
+ emote("me", EMOTE_VISIBLE, "growls!")
diff --git a/code/modules/mob/living/simple_animal/hostile/hostile.dm b/code/modules/mob/living/simple_animal/hostile/hostile.dm
index 9cd0504315..0377efd16e 100644
--- a/code/modules/mob/living/simple_animal/hostile/hostile.dm
+++ b/code/modules/mob/living/simple_animal/hostile/hostile.dm
@@ -364,7 +364,7 @@
/mob/living/simple_animal/hostile/proc/Aggro()
vision_range = aggro_vision_range
if(target && emote_taunt.len && prob(taunt_chance))
- emote("me", 1, "[pick(emote_taunt)] at [target].")
+ emote("me", EMOTE_VISIBLE, "[pick(emote_taunt)] at [target].")
taunt_chance = max(taunt_chance-7,2)
diff --git a/code/modules/mob/living/simple_animal/parrot.dm b/code/modules/mob/living/simple_animal/parrot.dm
index 5f9c8700bd..12bc41d9c5 100644
--- a/code/modules/mob/living/simple_animal/parrot.dm
+++ b/code/modules/mob/living/simple_animal/parrot.dm
@@ -437,7 +437,7 @@
//Search for item to steal
parrot_interest = search_for_item()
if(parrot_interest)
- emote("me", 1, "looks in [parrot_interest]'s direction and takes flight.")
+ emote("me", EMOTE_VISIBLE, "looks in [parrot_interest]'s direction and takes flight.")
parrot_state = PARROT_SWOOP | PARROT_STEAL
icon_state = icon_living
return
@@ -459,7 +459,7 @@
if(AM)
if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
parrot_interest = AM
- emote("me", 1, "turns and flies towards [parrot_interest].")
+ emote("me", EMOTE_VISIBLE, "turns and flies towards [parrot_interest].")
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
else //Else it's a perch
@@ -760,7 +760,7 @@
held_item = null
if(health < maxHealth)
adjustBruteLoss(-10)
- emote("me", 1, "[src] eagerly downs the cracker.")
+ emote("me", EMOTE_VISIBLE, "[src] eagerly downs the cracker.")
return 1
diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm
index ea86ac8963..52e58aea4e 100644
--- a/code/modules/mob/living/simple_animal/simple_animal.dm
+++ b/code/modules/mob/living/simple_animal/simple_animal.dm
@@ -185,16 +185,16 @@
say(pick(speak), forced = "poly")
else
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
- emote("me", 1, pick(emote_see))
+ emote("me", EMOTE_VISIBLE, pick(emote_see))
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
- emote("me", 2, pick(emote_hear))
+ emote("me", EMOTE_AUDIBLE, pick(emote_hear))
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
- emote("me", 1, pick(emote_see))
+ emote("me", EMOTE_VISIBLE, pick(emote_see))
else
- emote("me", 2, pick(emote_hear))
+ emote("me", EMOTE_AUDIBLE, pick(emote_hear))
/mob/living/simple_animal/proc/environment_is_safe(datum/gas_mixture/environment, check_temp = FALSE)
diff --git a/code/modules/surgery/organs/vocal_cords.dm b/code/modules/surgery/organs/vocal_cords.dm
index 83b0eb4d17..dedff3ae04 100644
--- a/code/modules/surgery/organs/vocal_cords.dm
+++ b/code/modules/surgery/organs/vocal_cords.dm
@@ -754,7 +754,7 @@
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job|spot of bother|gone and done it now|blast it|buggered it up")
//phase 0
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
- var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
+ var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
//phase1
var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
@@ -1143,7 +1143,7 @@
switch(E.phase)
if(2 to INFINITY)
playsound(get_turf(H), pick('sound/effects/meow1.ogg', 'modular_citadel/sound/voice/nya.ogg'), 50, 1, -1) //I'm very tempted to write a Fermis clause that makes them merowr.ogg if it's me. But, I also don't think snowflakism is okay. I would've gotten away for it too, if it wern't for my morals.
- H.emote("me", 1, "lets out a nya!")
+ H.emote("me", EMOTE_VISIBLE, "lets out a nya!")
E.cooldown += 1
//SLEEP
@@ -1230,7 +1230,7 @@
var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
if (E.phase == 3)
var/speaktrigger = ""
- C.emote("me", 1, "whispers something quietly.")
+ C.emote("me", EMOTE_VISIBLE, "whispers something quietly.")
if (get_dist(user, C) > 1)//Requires user to be next to their pet.
to_chat(user, "You need to be next to your pet to hear them!")
continue
@@ -1253,7 +1253,7 @@
to_chat(user, "[H] seems incapable of being implanted with triggers.")
continue
else
- user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
+ user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
user.SetStun(1000)//Hands are handy, so you have to stay still
H.SetStun(1000)
if (E.mental_capacity >= 5)
@@ -1294,7 +1294,7 @@
to_chat(user, "[H] seems incapable of being implanted with an echoing phrase.")
continue
else
- user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
+ user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
user.SetStun(1000)//Hands are handy, so you have to stay still
H.SetStun(1000)
var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
@@ -1317,7 +1317,7 @@
to_chat(user, "You need to be next to your pet to give them a new objective!")
continue
else
- user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
+ user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
user.SetStun(1000)//So you can't run away!
H.SetStun(1000)
if (E.mental_capacity >= 200)
From 7958cfa5485bee570c4efcba64fb2e01dc34fc22 Mon Sep 17 00:00:00 2001
From: Ghommie <42542238+Ghommie@users.noreply.github.com>
Date: Fri, 6 Dec 2019 00:27:50 +0100
Subject: [PATCH 2/2] Right file
---
code/__DEFINES/misc.dm | 4 ----
code/__DEFINES/say.dm | 4 ++++
2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm
index 5f7c2cb396..29ff0a8fae 100644
--- a/code/__DEFINES/misc.dm
+++ b/code/__DEFINES/misc.dm
@@ -519,10 +519,6 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define VOMIT_TOXIC 1
#define VOMIT_PURPLE 2
-//whether the emote is visible or audible.
-#define EMOTE_VISIBLE 1
-#define EMOTE_AUDIBLE 2
-
// possible bitflag return values of intercept_zImpact(atom/movable/AM, levels = 1) calls
#define FALL_INTERCEPTED (1<<0) //Stops the movable from falling further and crashing on the ground
#define FALL_NO_MESSAGE (1<<1) //Used to suppress the "[A] falls through [old_turf]" messages where it'd make little sense at all, like going downstairs.
diff --git a/code/__DEFINES/say.dm b/code/__DEFINES/say.dm
index af06a5a2d0..d582728acb 100644
--- a/code/__DEFINES/say.dm
+++ b/code/__DEFINES/say.dm
@@ -75,6 +75,10 @@
#define LINGHIVE_LING 2
#define LINGHIVE_LINK 3
+//whether the emote is visible or audible.
+#define EMOTE_VISIBLE 1
+#define EMOTE_AUDIBLE 2
+
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 2048 //Citadel edit: What's the WORST that could happen?
#define MAX_NAME_LEN 42