Merge branch 'master' into development

This commit is contained in:
skull132
2018-04-06 21:53:02 +03:00
18 changed files with 74 additions and 34 deletions
+10 -10
View File
@@ -318,16 +318,16 @@ A list of items and costs is stored under the datum of every game mode, alongsid
// Includes normal radio uplink, multitool uplink,
// implant uplink (not the implant tool) and a preset headset uplink.
/obj/item/device/radio/uplink/New()
hidden_uplink = new(src)
/obj/item/device/radio/uplink/New(var/loc, var/mind)
hidden_uplink = new(src, mind)
icon_state = "radio"
/obj/item/device/radio/uplink/attack_self(mob/user as mob)
if(hidden_uplink)
hidden_uplink.trigger(user)
/obj/item/device/multitool/uplink/New()
hidden_uplink = new(src)
/obj/item/device/multitool/uplink/New(var/loc, var/mind)
hidden_uplink = new(src, mind)
/obj/item/device/multitool/uplink/attack_self(mob/user as mob)
if(hidden_uplink)
@@ -336,9 +336,9 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/radio/headset/uplink
traitor_frequency = 1445
/obj/item/device/radio/headset/uplink/New()
/obj/item/device/radio/headset/uplink/New(var/loc, var/mind)
..()
hidden_uplink = new(src)
hidden_uplink = new(src, mind)
hidden_uplink.uses = DEFAULT_TELECRYSTAL_AMOUNT
/*
@@ -353,9 +353,9 @@ A list of items and costs is stored under the datum of every game mode, alongsid
flags = CONDUCT
w_class = 2
/obj/item/device/contract_uplink/New()
/obj/item/device/contract_uplink/New(var/loc, var/mind)
..()
hidden_uplink = new(src)
hidden_uplink = new(src, mind)
hidden_uplink.uses = 0
hidden_uplink.nanoui_menu = 3
@@ -397,9 +397,9 @@ A list of items and costs is stored under the datum of every game mode, alongsid
flags = CONDUCT
w_class = 2
/obj/item/device/ninja_uplink/New()
/obj/item/device/ninja_uplink/New(var/loc, var/mind)
..()
hidden_uplink = new(src)
hidden_uplink = new(src, mind)
hidden_uplink.uses = DEFAULT_TELECRYSTAL_AMOUNT
hidden_uplink.nanoui_menu = 1
@@ -230,7 +230,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
if(S.active)
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
light("<span class='warning'>[user] swings their [W], barely missing themselves. They light their [name] in the process.</span>")
return