Fixed a bunch of bugs in this one. There were some problems with projectiles not powering the singularity field generators, which is clearly a very, very bad thing!!

I also fixed some/a problems with conveyer belts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1894 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2011-07-20 00:57:59 +00:00
parent 5a698e6924
commit 0cbf0df8d8
5 changed files with 18 additions and 16 deletions

View File

@@ -69,20 +69,21 @@
spawn(1) // slight delay to prevent infinite propagation due to map order spawn(1) // slight delay to prevent infinite propagation due to map order
for(var/atom/movable/A in affecting) for(var/atom/movable/A in affecting)
if(!A.anchored) if(!A.anchored)
if(ismob(A)) if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
var/mob/M = A if(ismob(A))
if(M.buckled == src) var/mob/M = A
var/obj/machinery/conveyor/C = locate() in get_step(src, dir) if(M.buckled == src)
M.buckled = null var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
step(M,dir) M.buckled = null
if(C) step(M,dir)
M.buckled = C if(C)
M.buckled = C
else
new/obj/item/weapon/cable_coil/cut(M.loc)
else else
new/obj/item/weapon/cable_coil/cut(M.loc) step(M,movedir)
else else
step(M,movedir) step(A,movedir)
else
step(A,movedir)
// attack with item, place item on conveyor // attack with item, place item on conveyor

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@@ -86,9 +86,9 @@
name = "declown" name = "declown"
icon_state = "declone" icon_state = "declone"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 70 damage = 0
mobdamage = list(BRUTE = 0, BURN = 0, TOX = 0, OXY = 0, CLONE = 70) mobdamage = list(BRUTE = 0, BURN = 0, TOX = 0, OXY = 0, CLONE = 70)
flag = "laser" flag = "bio"
dart dart
name = "dart" name = "dart"

View File

@@ -172,8 +172,9 @@ field_generator power level display
bullet_act(var/obj/item/projectile/Proj) bullet_act(var/obj/item/projectile/Proj)
power -= Proj.damage if(Proj.flag != "bullet")
update_icon() power += Proj.damage
update_icon()
return return

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