Merge pull request #10052 from Ghommie/Ghommie-cit428
Banishes some "me" emote magic numbers from this realm.
This commit is contained in:
@@ -319,13 +319,13 @@ All foods are distributed among various categories. Use common sense.
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if(iscorgi(M))
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var/mob/living/L = M
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if(bitecount == 0 || prob(50))
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M.emote("me", 1, "nibbles away at \the [src]")
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M.emote("me", EMOTE_VISIBLE, "nibbles away at \the [src]")
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bitecount++
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L.taste(reagents) // why should carbons get all the fun?
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if(bitecount >= 5)
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var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [src] was")
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if(sattisfaction_text)
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M.emote("me", 1, "[sattisfaction_text]")
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M.emote("me", EMOTE_VISIBLE, "[sattisfaction_text]")
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qdel(src)
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// //////////////////////////////////////////////Store////////////////////////////////////////
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@@ -169,40 +169,40 @@
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/mob/living/simple_animal/pet/cat/Life()
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if(!stat && !buckled && !client)
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if(prob(1))
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emote("me", 1, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
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emote("me", EMOTE_VISIBLE, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
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icon_state = "[icon_living]_rest"
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collar_type = "[initial(collar_type)]_rest"
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resting = 1
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update_canmove()
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else if (prob(1))
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emote("me", 1, pick("sits down.", "crouches on its hind legs.", "looks alert."))
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emote("me", EMOTE_VISIBLE, pick("sits down.", "crouches on its hind legs.", "looks alert."))
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icon_state = "[icon_living]_sit"
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collar_type = "[initial(collar_type)]_sit"
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resting = 1
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update_canmove()
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else if (prob(1))
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if (resting)
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emote("me", 1, pick("gets up and meows.", "walks around.", "stops resting."))
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emote("me", EMOTE_VISIBLE, pick("gets up and meows.", "walks around.", "stops resting."))
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icon_state = "[icon_living]"
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collar_type = "[initial(collar_type)]"
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resting = 0
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update_canmove()
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else
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emote("me", 1, pick("grooms its fur.", "twitches its whiskers.", "shakes out its coat."))
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emote("me", EMOTE_VISIBLE, pick("grooms its fur.", "twitches its whiskers.", "shakes out its coat."))
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//MICE!
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if((src.loc) && isturf(src.loc))
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if(!stat && !resting && !buckled)
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for(var/mob/living/simple_animal/mouse/M in view(1,src))
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if(!M.stat && Adjacent(M))
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emote("me", 1, "splats \the [M]!")
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emote("me", EMOTE_VISIBLE, "splats \the [M]!")
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M.splat()
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movement_target = null
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stop_automated_movement = 0
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break
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for(var/obj/item/toy/cattoy/T in view(1,src))
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if (T.cooldown < (world.time - 400))
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emote("me", 1, "bats \the [T] around with its paw!")
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emote("me", EMOTE_VISIBLE, "bats \the [T] around with its paw!")
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T.cooldown = world.time
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..()
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@@ -241,10 +241,10 @@
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if(change > 0)
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if(M && stat != DEAD)
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "purrs!")
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emote("me", EMOTE_VISIBLE, "purrs!")
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else
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if(M && stat != DEAD)
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emote("me", 1, "hisses!")
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emote("me", EMOTE_VISIBLE, "hisses!")
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/mob/living/simple_animal/pet/cat/cak //I told you I'd do it, Remie
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name = "Keeki"
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@@ -459,10 +459,10 @@
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movement_target.attack_animal(src)
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else if(ishuman(movement_target.loc) )
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if(prob(20))
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emote("me", 1, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
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emote("me", EMOTE_VISIBLE, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
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if(prob(1))
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emote("me", 1, pick("dances around.","chases its tail!"))
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emote("me", EMOTE_VISIBLE, pick("dances around.","chases its tail!"))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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setDir(i)
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@@ -618,7 +618,7 @@
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if(!stat && !resting && !buckled)
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if(prob(1))
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emote("me", 1, pick("dances around.","chases her tail."))
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emote("me", EMOTE_VISIBLE, pick("dances around.","chases her tail."))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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setDir(i)
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@@ -629,7 +629,7 @@
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if(!stat && !resting && !buckled)
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if(prob(1))
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emote("me", 1, pick("chases its tail."))
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emote("me", EMOTE_VISIBLE, pick("chases its tail."))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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setDir(i)
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@@ -648,8 +648,8 @@
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if(change > 0)
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if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "yaps happily!")
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emote("me", EMOTE_VISIBLE, "yaps happily!")
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "pet_corgi", /datum/mood_event/pet_corgi)
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else
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if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
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emote("me", 1, "growls!")
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emote("me", EMOTE_VISIBLE, "growls!")
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@@ -364,7 +364,7 @@
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/mob/living/simple_animal/hostile/proc/Aggro()
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vision_range = aggro_vision_range
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if(target && emote_taunt.len && prob(taunt_chance))
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emote("me", 1, "[pick(emote_taunt)] at [target].")
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emote("me", EMOTE_VISIBLE, "[pick(emote_taunt)] at [target].")
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taunt_chance = max(taunt_chance-7,2)
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@@ -437,7 +437,7 @@
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//Search for item to steal
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parrot_interest = search_for_item()
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if(parrot_interest)
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emote("me", 1, "looks in [parrot_interest]'s direction and takes flight.")
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emote("me", EMOTE_VISIBLE, "looks in [parrot_interest]'s direction and takes flight.")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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icon_state = icon_living
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return
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@@ -459,7 +459,7 @@
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if(AM)
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if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
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parrot_interest = AM
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emote("me", 1, "turns and flies towards [parrot_interest].")
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emote("me", EMOTE_VISIBLE, "turns and flies towards [parrot_interest].")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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return
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else //Else it's a perch
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@@ -760,7 +760,7 @@
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held_item = null
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if(health < maxHealth)
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adjustBruteLoss(-10)
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emote("me", 1, "[src] eagerly downs the cracker.")
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emote("me", EMOTE_VISIBLE, "[src] eagerly downs the cracker.")
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return 1
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@@ -185,16 +185,16 @@
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say(pick(speak), forced = "poly")
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else
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if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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emote("me", 1, pick(emote_see))
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emote("me", EMOTE_VISIBLE, pick(emote_see))
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if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
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emote("me", 2, pick(emote_hear))
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emote("me", EMOTE_AUDIBLE, pick(emote_hear))
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if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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var/length = emote_hear.len + emote_see.len
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var/pick = rand(1,length)
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if(pick <= emote_see.len)
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emote("me", 1, pick(emote_see))
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emote("me", EMOTE_VISIBLE, pick(emote_see))
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else
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emote("me", 2, pick(emote_hear))
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emote("me", EMOTE_AUDIBLE, pick(emote_hear))
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/mob/living/simple_animal/proc/environment_is_safe(datum/gas_mixture/environment, check_temp = FALSE)
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@@ -754,7 +754,7 @@
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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")
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//phase 0
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var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
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var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
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var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
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//phase1
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var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
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var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
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@@ -1143,7 +1143,7 @@
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switch(E.phase)
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if(2 to INFINITY)
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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.
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H.emote("me", 1, "lets out a nya!")
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H.emote("me", EMOTE_VISIBLE, "lets out a nya!")
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E.cooldown += 1
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//SLEEP
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@@ -1230,7 +1230,7 @@
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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if (E.phase == 3)
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var/speaktrigger = ""
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C.emote("me", 1, "whispers something quietly.")
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C.emote("me", EMOTE_VISIBLE, "whispers something quietly.")
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if (get_dist(user, C) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to hear them!</b></span>")
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continue
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@@ -1253,7 +1253,7 @@
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with triggers.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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H.SetStun(1000)
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if (E.mental_capacity >= 5)
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@@ -1294,7 +1294,7 @@
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with an echoing phrase.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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H.SetStun(1000)
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var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
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@@ -1317,7 +1317,7 @@
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new objective!</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
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user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
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user.SetStun(1000)//So you can't run away!
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H.SetStun(1000)
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if (E.mental_capacity >= 200)
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