Fix some runtimes (#2755)

This commit is contained in:
skull132
2017-06-18 13:48:24 +03:00
committed by GitHub
parent 521705dc62
commit 324dba97dc
5 changed files with 13 additions and 6 deletions

View File

@@ -27,7 +27,6 @@
/obj/item/weapon/melee/arm_blade/dropped()
visible_message("<span class='danger'>With a sickening crunch, [user] reforms their arm blade into an arm!</span>",
"<span class='notice'>We assimilate the weapon back into our body.</span>",
"<span class='warning'>You hear organic matter ripping and tearing!</span>")
playsound(loc, 'sound/effects/blobattack.ogg', 30, 1)
QDEL_IN(src, 1)
@@ -72,7 +71,6 @@
/obj/item/weapon/shield/riot/changeling/dropped()
visible_message("<span class='danger'>With a sickening crunch, [user] reforms their arm blade into an arm!</span>",
"<span class='notice'>We assimilate the weapon back into our body.</span>",
"<span class='warning'>You hear organic matter ripping and tearing!</span>")
playsound(loc, 'sound/effects/blobattack.ogg', 30, 1)
QDEL_IN(src, 1)

View File

@@ -394,7 +394,8 @@ datum/preferences
for(var/N in character.organs_by_name)
var/obj/item/organ/external/O = character.organs_by_name[N]
O.markings.Cut()
if (O)
O.markings.Cut()
for(var/M in body_markings)
var/datum/sprite_accessory/marking/mark_datum = body_marking_styles_list[M]

View File

@@ -24,7 +24,7 @@
while(spawncount && vents.len)
var/obj/vent = pick(vents)
new /obj/effect/spider/spiderling(vent.loc, spawns = possible_spiders)
new /obj/effect/spider/spiderling(vent.loc, null, 1, possible_spiders)
vents -= vent
spawncount--

View File

@@ -114,7 +114,11 @@
*/
/turf/simulated/open/proc/update()
below = GetBelow(src)
below.above = src
// Edge case for when an open turf is above space on the lowest level.
if (below)
below.above = src
levelupdate()
for (var/atom/movable/A in src)
ADD_FALLING_ATOM(A)

View File

@@ -34,6 +34,10 @@
var/color_weight = 1
/datum/reagent/proc/remove_self(var/amount) // Shortcut
if (!holder)
PROCLOG_WEIRD("Null holder found. Name: [name], id: [id]")
return
holder.remove_reagent(id, amount)
// This doesn't apply to skin contact - this is for, e.g. extinguishers and sprays. The difference is that reagent is not directly on the mob's skin - it might just be on their clothing.