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Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace. Gave the HoS' locker a secbelt. The revolver now use the proper bullet. Robotics spawn with their labcoat/toolbox. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1443,6 +1443,16 @@
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for(var/sig in lawchanges)
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dat += "[sig]<BR>"
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usr << browse(dat, "window=lawchanges;size=800x500")
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if("list_job_debug")
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var/dat = "<B>Job Debug info.</B><HR>"
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if(job_master)
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for(var/line in job_master.job_debug)
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dat += "[line]<BR>"
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dat+= "*******<BR><BR>"
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for(var/datum/job/job in job_master.occupations)
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if(!job) continue
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dat += "job: [job.title], current_positions: [job.current_positions], total_positions: [job.total_positions] <BR>"
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usr << browse(dat, "window=jobdebug;size=600x500")
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if("check_antagonist")
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if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
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var/dat = "<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>"
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@@ -1932,6 +1942,7 @@
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dat += {"
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<B>Coder Secrets</B><BR>
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<BR>
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<A href='?src=\ref[src];secretsadmin=list_job_debug'>Show Job Debug</A><BR>
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<A href='?src=\ref[src];secretscoder=spawn_objects'>Admin Log</A><BR>
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"}
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usr << browse(dat, "window=secrets")
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