Bug fixes; resomi language, bloody hand and feets, suit cooling and more (#2653)

Fixes #2652
Fixes #2276
Fixes #1975
Fixes #1590
This commit is contained in:
Alberyk
2017-06-10 19:58:20 +03:00
committed by skull132
parent c17440168a
commit 912738129b
10 changed files with 20 additions and 25 deletions
+1 -1
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@@ -1,5 +1,5 @@
/mob
var/bloody_hands = 0
var/bloody_hands = null
var/mob/living/carbon/human/bloody_hands_mob
var/track_blood = 0
var/list/feet_blood_DNA
+2 -1
View File
@@ -230,7 +230,8 @@ datum/ghosttrap/drone/transfer_personality(var/mob/candidate, var/mob/living/sil
/datum/ghosttrap/syndicateborg/welcome_candidate(var/mob/target)
target << "<span class='notice'><B>You are a syndicate cyborg, bound to help and follow the orders of the mercenaries that are deploying you. Remember to speak to the other mercenaries to know more about their plans</B></span>"
mercs.add_antagonist_mind(target.mind,1)
/**************
* pAI *
**************/
+2 -2
View File
@@ -303,8 +303,8 @@
H.update_inv_gloves(0)
H.gloves.germ_level = 0
else
if(H.bloody_hands)
H.bloody_hands = 0
if(!isnull(H.bloody_hands))
H.bloody_hands = null
H.update_inv_gloves(0)
H.germ_level = 0
update_icons() //apply the now updated overlays to the mob
@@ -1051,9 +1051,9 @@
/mob/living/carbon/human/clean_blood(var/clean_feet)
.=..()
gunshot_residue = null
if(clean_feet && !shoes && istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
if(clean_feet && !shoes)
feet_blood_color = null
qdel(feet_blood_DNA)
feet_blood_DNA = null
update_inv_shoes(1)
return 1
@@ -28,10 +28,9 @@
user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down."
flick("portable_analyzer_scan", src)
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
for(var/T in loaded_item.origin_tech)
files.UpdateTech(T, loaded_item.origin_tech[T])
user << "\The [loaded_item] had level [loaded_item.origin_tech[T]] in [CallTechName(T)]."
loaded_item = null
for(var/obj/I in contents)
for(var/mob/M in I.contents)
@@ -545,7 +545,6 @@ var/global/list/robot_modules = list(
LANGUAGE_SIIK_MAAS = 1,
LANGUAGE_SIIK_TAJR = 0,
LANGUAGE_SKRELLIAN = 1,
LANGUAGE_RESOMI = 1,
LANGUAGE_ROOTSONG = 1,
LANGUAGE_TRADEBAND = 1,
LANGUAGE_GUTTER = 1
-13
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@@ -47,19 +47,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
req_access = list(access_research) //Data and setting manipulation requires scientist access.
/obj/machinery/computer/rdconsole/proc/CallTechName(var/ID) //A simple helper proc to find the name of a tech with a given ID.
var/datum/tech/check_tech
var/return_name = null
for(var/T in typesof(/datum/tech) - /datum/tech)
check_tech = null
check_tech = new T()
if(check_tech.id == ID)
return_name = check_tech.name
qdel(check_tech)
check_tech = null
break
return return_name
/obj/machinery/computer/rdconsole/proc/CallMaterialName(var/ID)
var/return_name = ID
switch(return_name)
+7
View File
@@ -122,6 +122,13 @@ research holder datum.
KT.level = max(KT.level + 1, level - 1)
return
// A simple helper proc to find the name of a tech with a given ID.
/proc/CallTechName(var/ID)
for(var/T in subtypesof(/datum/tech))
var/datum/tech/check_tech = T
if(initial(check_tech.id) == ID)
return initial(check_tech.name)
/***************************************************************
** Technology Datums **
** Includes all the various technoliges and what they make. **