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## About The Pull Request On production, I sign up for rounds (and I know I pushed the button because the auto-deadmin message comes up) but it doesn't inject me in the game and fails without a warning. I have no idea why it's doing this but I shifted some stuff around and added a few logs to hopefully stop this strange consistent failure for me to start a shift. I just cleaned up a lot of the code and turned the ready defines into strings instead of a boolean (so I could log it more efficiently with little overhead, as well as standardize it to a define without people doing wacky shit everywhere). I don't think this will fix the issue but it will definitely make some things more clear as to why I'm not joining rounds without warning despite clicking ready. ## Why It's Good For The Game Cleans the code up while trying to resolve a really puzzling bug I've been having. ## Changelog 🆑 server: The ready/not ready states of new players are logged when a shift starts. /🆑
9 lines
365 B
Plaintext
9 lines
365 B
Plaintext
/mob/dead/new_player/Logout()
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ready = PLAYER_NOT_READY
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..()
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if(!spawning)//Here so that if they are spawning and log out, the other procs can play out and they will have a mob to come back to.
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key = null//We null their key before deleting the mob, so they are properly kicked out.
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QDEL_NULL(mind) //Clean out mind, yes this fucking sucks
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qdel(src)
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return
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