Merge branch 'master' into final_away_maps_additions

# Conflicts:
#	code/__defines/misc.dm
#	code/modules/client/preference_setup/loadout/loadout_xeno/tajara.dm
#	icons/mob/head.dmi
#	maps/exodus/code/exodus.dm
This commit is contained in:
alberyk
2022-04-04 19:47:58 -03:00
100 changed files with 1824 additions and 447407 deletions
+1 -1
View File
@@ -18,7 +18,7 @@
/obj/machinery/power/fractal_reactor/New()
..()
if(!mapped_in)
to_world("<b><span class='alert'>WARNING:</span> Map testing power source activated at: X:[src.loc.x] Y:[src.loc.y] Z:[src.loc.z]</b>")
log_and_message_admins("<b><span class='alert'>WARNING:</span> Map testing power source activated at: X:[src.loc.x] Y:[src.loc.y] Z:[src.loc.z]</b>")
/obj/machinery/power/fractal_reactor/machinery_process()
if(!powernet && !powernet_connection_failed)
+2 -24
View File
@@ -458,7 +458,6 @@
// attack with hand - remove tube/bulb
// if hands aren't protected and the light is on, burn the player
/obj/machinery/light/attack_hand(mob/user)
add_fingerprint(user)
if(status == LIGHT_EMPTY)
@@ -477,29 +476,6 @@
shatter()
return
// make it burn hands if not wearing fire-insulated gloves
if(!stat)
var/prot = 0
var/mob/living/carbon/human/H = user
if(istype(H))
if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
prot = 1
else if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature && G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
prot = 1
else
prot = 1
if(prot || (COLD_RESISTANCE in user.mutations))
to_chat(user, SPAN_NOTICE("You remove the light [fitting]."))
else
to_chat(user, SPAN_WARNING("You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."))
return // if burned, don't remove the light
else
to_chat(user, SPAN_NOTICE("You remove the light [fitting]."))
// create a light tube/bulb item and put it in the user's hand
if(inserted_light)
var/obj/item/light/L = new inserted_light()
@@ -518,6 +494,8 @@
user.put_in_active_hand(L) //puts it in our active hand
to_chat(user, SPAN_NOTICE("You remove the light [fitting]."))
inserted_light = null
status = LIGHT_EMPTY