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Bugfixes: Drones, Infrared emitters, Implant cases and Limbs (#2049)
This PR contains bugfixes for: Drones being unable to matter-decompile burnt matches (#717). Burnt matches will be decompiled into a small amount of wood. Ghosts triggering infrared emitters (#644). Added a check whether the movable passing through the laser beam is actually "visible". Reagent transfer messages showing up when clicking on chem implant cases, even when the syringe is empty (#704). Added a check whether reagents have actually been transferred. The displayed message will now also display the actual amount transferred. Removed spawn(5)-delay to prevent click-stacking. Limb relocation messages not showing up for bystanders (#778).
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@@ -37,9 +37,9 @@
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if(src.imp.reagents.total_volume >= src.imp.reagents.maximum_volume)
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user << "<span class='warning'>\The [src] is full.</span>"
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else
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spawn(5)
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I.reagents.trans_to_obj(src.imp, 5)
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user << "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>"
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var/trans = I.reagents.trans_to_obj(src.imp, 5)
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if (trans > 0)
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user << "<span class='notice'>You inject [trans] units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>"
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else if (istype(I, /obj/item/weapon/implanter))
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var/obj/item/weapon/implanter/M = I
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if (M.imp)
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