Nanako's compile fixes (#25)

Various compile error fixes. windoor stuff, ID, emag, holders marked for farther fixing later.
nothing too remarkable
This commit is contained in:
NanakoAC
2016-11-30 18:28:58 +02:00
committed by skull132
parent 053d88f450
commit f7476fa9d7
6 changed files with 9 additions and 8 deletions
+2 -1
View File
@@ -13,7 +13,8 @@
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state = null // Base name of the image used for when the item is worn. Suffixes are added to this.
//Also used on holdable mobs for the same info related to their held version
var/auto_init = 1
+1 -1
View File
@@ -76,7 +76,7 @@
return
if (src.operating)
return
if (src.density && (!issmall(M) || ishuman(M)) && src.allowed(AM))
if (src.density && (!issmall(AM) || ishuman(AM)) && src.allowed(AM))
open()
if(src.check_access(null))
sleep(50)
+1 -1
View File
@@ -100,7 +100,7 @@ var/const/NO_EMAG_ACT = -50
"Resomi" = 'icons/mob/species/resomi/id.dmi'
)
var/access = list()
var/list/access = list()
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID
-1
View File
@@ -16,7 +16,6 @@
var/being_shocked = 0
var/item_state // Base name of the image used for when the item is worn. Suffixes are added to this.
var/icon_species_tag = ""//If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
var/icon_auto_adapt = 0//If 1, this item will automatically change its species tag to match the wearer's species.
//requires that the wearer's species is listed in icon_supported_species_tags
+1 -1
View File
@@ -1214,7 +1214,7 @@ var/list/global/random_stock_large = list(
var/mob/living/bot/newbot = new type(L)
newbot.on = 0//Deactivated
if (prob(10))
newbot.Emag(null)
newbot.emag_act(9999,null)
if ("latexb")
new /obj/item/latexballon(L)
+4 -3
View File
@@ -36,9 +36,6 @@ var/list/holder_mob_icon_cache = list()
else
..()
/obj/item/weapon/holder/process()
update_state()
/obj/item/weapon/holder/GetID()
for(var/mob/M in contents)
@@ -101,6 +98,7 @@ var/list/holder_mob_icon_cache = list()
if (isalive && contained.stat == DEAD)
held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
//This function checks if the current location is safe to release inside
//it returns 1 if the creature will bug out when released
/obj/item/weapon/holder/proc/is_unsafe_container(var/obj/place)
@@ -306,6 +304,9 @@ var/list/holder_mob_icon_cache = list()
// Handle the rest of sync().
..(M)
//#TODO-MERGE
//Port the reduced-duplication holder method from baystation upstream:
//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
//Mob specific holders.
//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot