Fixes proc arguments

This commit is contained in:
Firecage
2015-07-15 23:52:35 +02:00
parent 6a0faa4ff6
commit 4688c2c969
832 changed files with 3721 additions and 3664 deletions
+9 -9
View File
@@ -22,14 +22,14 @@ Gunshots/explosions/opening doors/less rare audio (done)
/mob/living/carbon/proc/handle_hallucinations()
if(handling_hal)
return
//Least obvious
var/list/minor = list("sounds"=20,"bolts_minor"=10,"whispers"=15,"message"=5)
//Something's wrong here
var/list/medium = list("hudscrew"=15,"items"=15,"dangerflash"=15,"bolts"=10,"flood"=10,"husks"=10,"battle"=10)
//AAAAH
var/list/major = list("fake"=10,"death"=5,"xeno"=10,"singulo"=10,"delusion"=10)
var/grade = 0
var/current = list()
var/trip_length = 0
@@ -83,14 +83,14 @@ Gunshots/explosions/opening doors/less rare audio (done)
I.color = col_mod
return I
/obj/effect/hallucination/simple/proc/Show(var/update=1)
/obj/effect/hallucination/simple/proc/Show(update=1)
if(active)
if(target.client) target.client.images.Remove(current_image)
if(update)
current_image = GetImage()
if(target.client) target.client.images |= current_image
/obj/effect/hallucination/simple/update_icon(var/new_state,var/new_icon,var/new_px=0,var/new_py=0)
/obj/effect/hallucination/simple/update_icon(new_state,new_icon,new_px=0,new_py=0)
image_state = new_state
if(new_icon)
image_icon = new_icon
@@ -209,7 +209,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
src.throwing = 0
src.throw_impact(get_turf(src))
return 1
/obj/effect/hallucination/simple/xeno/throw_impact(A)
@@ -407,7 +407,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
var/health = 100
/obj/effect/fake_attacker/attackby(var/obj/item/weapon/P as obj, mob/living/user as mob, params)
/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
step_away(src,my_target,2)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
@@ -418,7 +418,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
src.health -= P.force
return
/obj/effect/fake_attacker/Crossed(var/mob/M, somenumber)
/obj/effect/fake_attacker/Crossed(mob/M, somenumber)
if(M == my_target)
step_away(src,my_target,2)
if(prob(30))
@@ -489,7 +489,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
collapse = 1
updateimage()
/obj/effect/fake_attacker/proc/fake_blood(var/mob/target)
/obj/effect/fake_attacker/proc/fake_blood(mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
@@ -581,7 +581,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
target << chosen
qdel(src)
/mob/living/carbon/proc/hallucinate(var/hal_type) // Todo -> proc / defines
/mob/living/carbon/proc/hallucinate(hal_type) // Todo -> proc / defines
switch(hal_type)
if("xeno")
new /obj/effect/hallucination/xeno_attack(src.loc,src)