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Fixes runtimes with add_blood() and add_blood_list()
Fixes formatting in the mech control console window. Fixes runtimes when building an AI (mind transfer from mmi to ai was called before the AI's hud_list was set) Fixes syndicate cyborg not starting with the correct module. Fixes syndiborg not being able to use their grenade launcher Fixes runtime with gun process_fire() (some code was reverted by accident) Fixes a runtime with hostile simple animal's PickTarget().
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@@ -74,6 +74,7 @@ var/list/ai_list = list()
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var/obj/machinery/camera/portable/builtInCamera
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/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
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..()
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rename_self("ai", 1)
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name = real_name
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anchored = 1
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@@ -144,8 +145,7 @@ var/list/ai_list = list()
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builtInCamera = new /obj/machinery/camera/portable(src)
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builtInCamera.network = list("SS13")
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..()
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return
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/mob/living/silicon/ai/Destroy()
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ai_list -= src
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@@ -1134,7 +1134,7 @@
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Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
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<i>Help the operatives secure the disk at all costs!</i></b>"
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/mob/living/silicon/robot/syndicate/New(loc)
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/mob/living/silicon/robot/syndicate/medical/New(loc)
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..()
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module = new /obj/item/weapon/robot_module/syndicate_medical(src)
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spawn(5)
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@@ -94,14 +94,14 @@
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return
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/mob/living/simple_animal/hostile/proc/PickTarget(list/Targets)//Step 3, pick amongst the possible, attackable targets
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if(!Targets.len)//We didnt find nothin!
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return
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if(target != null)//If we already have a target, but are told to pick again, calculate the lowest distance between all possible, and pick from the lowest distance targets
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for(var/atom/A in Targets)
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var/target_dist = get_dist(src, target)
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var/possible_target_distance = get_dist(src, A)
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if(target_dist < possible_target_distance)
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Targets -= A
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if(!Targets.len)//We didnt find nothin!
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return
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var/chosen_target = pick(Targets)//Pick the remaining targets (if any) at random
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return chosen_target
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