Fixing mechanical traps and portable flashers (#1173)

Traps will trigger don't matter if you are walking or running, same with portable flashers.

Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
This commit is contained in:
Alberyk
2016-11-21 12:06:51 +02:00
committed by skull132
parent 9803e14486
commit de74140f89
5 changed files with 23 additions and 19 deletions
+11 -11
View File
@@ -102,19 +102,19 @@
/obj/item/weapon/beartrap/Crossed(AM as mob|obj)
if(deployed && isliving(AM))
var/mob/living/L = AM
if(L.m_intent == "run")
L.visible_message(
"<span class='danger'>[L] steps on \the [src].</span>",
"<span class='danger'>You step on \the [src]!</span>",
"<b>You hear a loud metallic snap!</b>"
)
attack_mob(L)
if(!buckled_mob)
anchored = 0
deployed = 0
update_icon()
L.visible_message(
"<span class='danger'>[L] steps on \the [src].</span>",
"<span class='danger'>You step on \the [src]!</span>",
"<b>You hear a loud metallic snap!</b>"
)
attack_mob(L)
if(!buckled_mob)
anchored = 0
deployed = 0
update_icon()
..()
/obj/item/weapon/beartrap/update_icon()
..()