Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.

This commit is contained in:
SkyMarshal
2012-03-31 22:00:17 -07:00
parent a90173c628
commit cd4a82a90b
17 changed files with 178 additions and 103 deletions

View File

@@ -349,15 +349,20 @@ client
if (L.len > 0 && !(name == "underlays" || name == "overlays" || name == "vars" || L.len > 500))
// not sure if this is completely right...
if (0) // (L.vars.len > 0)
if(0) //(L.vars.len > 0)
html += "<ol>"
for (var/entry in L)
html += debug_variable(entry, L[entry], level + 1)
html += "</ol>"
else
html += "<ul>"
for (var/index = 1, index <= L.len, index++)
html += debug_variable("[index]", L[index], level + 1)
var/index = 1
for (var/entry in L)
if(istext(entry))
html += debug_variable(entry, L[entry], level + 1)
//html += debug_variable("[index]", L[index], level + 1)
else
html += debug_variable(index, L[index], level + 1)
index++
html += "</ul>"
else
html += "[name] = <span class='value'>[value]</span>"

View File

@@ -18,6 +18,7 @@ datum/mind
var/has_been_rev = 0//Tracks if this mind has been a rev or not
var/rev_cooldown = 0
var/list/tempobjectives = list() //because otherwise they get de-referenced.
proc/transfer_to(mob/new_character)
if(current)