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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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@@ -248,6 +248,8 @@
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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if( (AM.invisibility == INVISIBILITY_OBSERVER) || (AM.invisibility == 101) )
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return
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spawn(0)
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hit()
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return
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@@ -87,7 +87,7 @@
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organs_by_name = null
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bad_internal_organs = null
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bad_external_organs = null
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QDEL_NULL(DS)
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// qdel and null out our equipment.
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QDEL_NULL(shoes)
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@@ -1406,9 +1406,11 @@
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var/obj/item/organ/external/current_limb = organs_by_name[choice]
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if(self)
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src << "<span class='warning'>You brace yourself to relocate your [current_limb.joint]...</span>"
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U.visible_message("<span class='warning'>[U] tries to relocate their [current_limb.joint]...</span>", \
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"<span class='warning'>You brace yourself to relocate your [current_limb.joint]...</span>")
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else
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U << "<span class='warning'>You begin to relocate [S]'s [current_limb.joint]...</span>"
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U.visible_message("<span class='warning'>[U] tries to relocate [S]'s [current_limb.joint]...</span>", \
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"<span class='warning'>You begin to relocate [S]'s [current_limb.joint]...</span>")
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if(!do_after(U, 30))
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return
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@@ -1416,10 +1418,11 @@
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return
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if(self)
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src << "<span class='danger'>You pop your [current_limb.joint] back in!</span>"
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U.visible_message("<span class='danger'>[U] pops their [current_limb.joint] back in!</span>", \
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"<span class='danger'>You pop your [current_limb.joint] back in!</span>")
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else
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U << "<span class='danger'>You pop [S]'s [current_limb.joint] back in!</span>"
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S << "<span class='danger'>[U] pops your [current_limb.joint] back in!</span>"
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U.visible_message("<span class='danger'>[U] pops [S]'s [current_limb.joint] back in!</span>", \
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"<span class='danger'>You pop [S]'s [current_limb.joint] back in!</span>")
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current_limb.undislocate()
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/mob/living/carbon/human/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
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@@ -75,6 +75,9 @@
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if(istype(W,/obj/item/weapon/cigbutt))
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if(plastic)
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plastic.add_charge(500)
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else if (istype(W, /obj/item/weapon/flame/match))
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if (wood)
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wood.add_charge(100)
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else if(istype(W,/obj/effect/spider/spiderling))
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if(wood)
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wood.add_charge(2000)
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