Merge pull request #10052 from Ghommie/Ghommie-cit428
Banishes some "me" emote magic numbers from this realm.
This commit is contained in:
@@ -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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