Merge pull request #9616 from Jordie0608/ifhuamnityexpandstoanothersolarsystemwewillhavetorenamesunglasses

Bugfix goes Forth+1
This commit is contained in:
Cheridan
2015-05-24 23:39:40 -05:00
11 changed files with 27 additions and 27 deletions
+1
View File
@@ -11,6 +11,7 @@
clothes_req = 0
range = 0
cast_sound = null
human_req = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
+1 -1
View File
@@ -320,7 +320,7 @@
if(gang_mind.current)
if(gang_mind.current.stat == DEAD || isbrain(gang_mind.current))
text += "died"
else if(gang_mind.current.z != ZLEVEL_STATION)
else if(gang_mind.current.z > ZLEVEL_STATION)
text += "fled the station"
else
text += "survived"
+1 -1
View File
@@ -85,7 +85,7 @@ datum/objective/mutiny/check_completion()
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client)
return 1
var/turf/T = get_turf(target.current)
if(T && (T.z != ZLEVEL_STATION)) //If they leave the station they count as dead for this
if(T && (T.z > ZLEVEL_STATION) || target.current.client.is_afk()) //If they leave the station or go afk they count as dead for this
return 2
return 0
return 1
+3 -3
View File
@@ -339,7 +339,7 @@
if(headrev.current)
if(headrev.current.stat == DEAD)
text += "died"
else if(headrev.current.z != ZLEVEL_STATION)
else if(headrev.current.z > ZLEVEL_STATION)
text += "fled the station"
else
text += "survived the revolution"
@@ -363,7 +363,7 @@
if(rev.current)
if(rev.current.stat == DEAD || isbrain(rev.current))
text += "died"
else if(rev.current.z != ZLEVEL_STATION)
else if(rev.current.z > ZLEVEL_STATION)
text += "fled the station"
else
text += "survived the revolution"
@@ -389,7 +389,7 @@
if(head.current)
if(head.current.stat == DEAD || isbrain(head.current))
text += "died"
else if(head.current.z != ZLEVEL_STATION)
else if(head.current.z > ZLEVEL_STATION)
text += "fled the station"
else
text += "survived the revolution"
@@ -78,9 +78,6 @@
src.startgibbing(user)
/obj/machinery/gibber/attackby(obj/item/weapon/grab/G as obj, mob/user as mob, params)
if(src.occupant)
user << "<span class='danger'>The gibber is full, empty it first!</span>"
return
if(default_unfasten_wrench(user, G))
return
@@ -123,9 +123,6 @@
if(src.processing)
user << "<span class='warning'>The processor is in the process of processing!</span>"
return 1
if(src.contents.len > 0) //TODO: several items at once? several different items?
user << "<span class='warning'>Something is already in the processing chamber!</span>"
return 1
if(default_unfasten_wrench(user, O))
return
var/what = O
@@ -62,7 +62,7 @@ emp_act
return -1 // complete projectile permutation
if(check_shields(P.damage, "the [P.name]"))
if(check_shields(P.damage, "the [P.name]", P))
P.on_hit(src, 100, def_zone)
return 2
return (..(P , def_zone))
@@ -85,7 +85,10 @@ emp_act
//End Here
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack", var/obj/item/O)
if(O)
if(O.flags & NOSHIELD) //weapon ignores shields altogether
return 0
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
var/obj/item/weapon/I = l_hand
if(I.IsShield() && (prob(50 - round(damage / 3))))
@@ -134,7 +137,7 @@ emp_act
else
if(user != src)
user.do_attack_animation(src)
if(check_shields(I.force, "the [I.name]"))
if(check_shields(I.force, "the [I.name]", I))
return 0
if(I.attack_verb && I.attack_verb.len)
@@ -182,6 +182,7 @@
S = H.get_item_by_slot(slot_back) //else we put in backpack
if(istype(S, /obj/item/weapon/storage) && S.can_be_inserted(I,1))
S.handle_item_insertion(I)
playsound(src.loc, "rustle", 50, 1, -5)
else
H << "<span class='warning'>You are unable to equip that!</span>"
@@ -855,7 +855,7 @@
// Allows you to put in item-specific reactions based on species
if(user != src)
user.do_attack_animation(H)
if((user != H) && H.check_shields(I.force, "the [I.name]"))
if((user != H) && H.check_shields(I.force, "the [I.name]", I))
return 0
if(I.attack_verb && I.attack_verb.len)
+3 -2
View File
@@ -50,7 +50,8 @@
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount) return 0
if(maxcharge < amount)
amount = maxcharge
var/power_used = min(maxcharge-charge,amount)
if(crit_fail) return 0
if(!prob(reliability))
@@ -106,7 +107,7 @@
/obj/item/weapon/stock_parts/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
maxcharge = max(maxcharge/2, chargerate)
if (prob(10))
rigged = 1 //broken batterys are dangerous
+10 -10
View File
@@ -328,18 +328,18 @@
mode = !mode
else if(href_list["createbottle"])
if(!condi)
var/name = stripped_input(usr, "Name:","Name your bottle!", (reagents.total_volume ? reagents.get_master_reagent_name() : " "), MAX_NAME_LEN)
if(!name)
return
var/obj/item/weapon/reagent_containers/glass/bottle/P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
P.name = trim("[name] bottle")
var/name = stripped_input(usr, "Name:","Name your bottle!", (reagents.total_volume ? reagents.get_master_reagent_name() : " "), MAX_NAME_LEN)
if(!name)
return
var/obj/item/weapon/reagent_containers/P
if(condi)
P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
else
P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P, 30)
else
var/obj/item/weapon/reagent_containers/food/condiment/P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
reagents.trans_to(P, 50)
P.name = trim("[name] bottle")
reagents.trans_to(P, P.volume)
if(beaker)