if (!lockComp.ShowExamine)
return;
- args.PushText(Loc.GetString(lockComp.Locked
+ args.PushMarkup(Loc.GetString(lockComp.Locked
? "lock-comp-on-examined-is-locked"
: "lock-comp-on-examined-is-unlocked",
("entityName", Identity.Name(uid, EntityManager))));
-lock-comp-on-examined-is-locked = The {$entityName} seems to be locked.
-lock-comp-on-examined-is-unlocked = The {$entityName} seems to be unlocked.
+lock-comp-on-examined-is-locked = The {$entityName} seems to be [color=darkred]locked[/color].
+lock-comp-on-examined-is-unlocked = The {$entityName} seems to be [color=darkgreen]unlocked[/color].
lock-comp-do-lock-success = You lock the {$entityName}.
lock-comp-do-unlock-success = You unlock the {$entityName}.
lock-comp-has-user-access-fail = Access denied.
# Shows if the user attempts to activate the emitter while it's un-anchored.
comp-emitter-not-anchored = The {$target} isn't anchored to the ground!
-emitter-component-current-type = The current selected type is: {$type}.
+emitter-component-current-type = The current selected type is: [color=yellow]{$type}[/color].
emitter-component-type-set = Type set to: {$type}
gun-selector-verb = Change to {$mode}
gun-selected-mode = Selected {$mode}
gun-disabled = You can't use guns!
-gun-set-fire-mode = Set to {$mode}
+gun-set-fire-mode = Set to [color=yellow]{$mode}[/color].
gun-magazine-whitelist-fail = That won't fit into the gun!
gun-magazine-fired-empty = No ammo left!