Begin to use text macros (#914)
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@@ -7,6 +7,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.Utility;
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@@ -124,13 +125,12 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (species.CurrentDamageState is DeadState)
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dead = true;
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// TODO: Use gendered pronouns depending on the entity
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if(!HasMind)
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message.AddMarkup(!dead
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? $"[color=red]They are totally catatonic. The stresses of life in deep-space must have been too much for them. Any recovery is unlikely.[/color]"
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: $"[color=purple]Their soul has departed.[/color]");
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? $"[color=red]" + Loc.GetString("{0:They} are totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner) + "[/color]"
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: $"[color=purple]" + Loc.GetString("{0:Their} soul has departed.", Owner) + "[/color]");
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else if (Mind.Session == null)
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message.AddMarkup("[color=yellow]They have a blank, absent-minded stare and appears completely unresponsive to anything. They may snap out of it soon.[/color]");
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message.AddMarkup("[color=yellow]" + Loc.GetString("{0:They} have a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner) + "[/color]");
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}
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}
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}
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@@ -6,6 +6,7 @@
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Localization.Macros;
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using Robust.Shared.Prototypes;
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namespace Content.Shared
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@@ -25,6 +26,9 @@
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{
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IoCManager.InjectDependencies(this);
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var textMacroFactory = IoCManager.Resolve<ITextMacroFactory>();
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textMacroFactory.DoAutoRegistrations();
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// Default to en-US.
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_localizationManager.LoadCulture(new CultureInfo(Culture));
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}
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@@ -1,12 +1,13 @@
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using System;
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using Content.Shared.Preferences;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization.Macros;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedHumanoidAppearanceComponent : Component
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public abstract class SharedHumanoidAppearanceComponent : Component, IGenderable
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{
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private HumanoidCharacterAppearance _appearance;
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private Sex _sex;
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@@ -36,6 +37,13 @@ namespace Content.Shared.GameObjects.Components.Mobs
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}
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}
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public Gender Gender => Sex switch
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{
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Sex.Female => Gender.Female,
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Sex.Male => Gender.Male,
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_ => Gender.Epicene,
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};
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public override ComponentState GetComponentState()
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{
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return new HumanoidAppearanceComponentState(Appearance, Sex);
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