Merge pull request #14734 from KorPhaeron/night_vision

Fixes ranged guardian light
This commit is contained in:
duncathan salt
2016-01-24 13:06:10 -06:00
@@ -437,6 +437,8 @@
playstyle_string = "As a ranged type, you have only light damage resistance, but are capable of spraying shards of crystal at incredibly high speed. You can also deploy surveillance snares to monitor enemy movement. Finally, you can switch to scout mode, in which you can't attack, but can move without limit."
magic_fluff_string = "..And draw the Sentinel, an alien master of ranged combat."
tech_fluff_string = "Boot sequence complete. Ranged combat modules active. Holoparasite swarm online."
see_invisible = SEE_INVISIBLE_MINIMUM
see_in_dark = 8
var/list/snares = list()
var/toggle = FALSE
@@ -463,6 +465,14 @@
else
src << "<span class='danger'><B>You have to be recalled to toggle modes!</span></B>"
/mob/living/simple_animal/hostile/guardian/ranged/ToggleLight()
if(see_invisible == SEE_INVISIBLE_MINIMUM)
src << "<span class='notice'>You deactivate your night vision.</span>"
see_invisible = SEE_INVISIBLE_LIVING
else
src << "<span class='notice'>You activate your night vision.</span>"
see_invisible = SEE_INVISIBLE_MINIMUM
/mob/living/simple_animal/hostile/guardian/ranged/verb/Snare()
set name = "Set Surveillance Trap"
set category = "Guardian"