Made spawning with a loyalty implant compliant to configuration...

Created a proc for being implanted with loyalty implant which
checks for the configuration for whether or not it will work. If it is
enabled, it continues on-- if it is disabled, it returns from the proc.

Also made secure closets not automatically spawn them unless the config
is set to allow it.

Admin 'loyalty implanting' via the panel is now compliant to the
configuration file. If preferred, I am willing to make an override variable
to the proc that will allow admins to do it anyway.

Supply pack for it commented out due to inability to make it conform.
Easy enough to re-add back for anyone downstream if they wish it. Same
applies to the design.


Signed-off-by: Decius <deciusreln97@gmail.com>
This commit is contained in:
Decius
2014-07-14 17:21:11 -04:00
parent 0dabf4fc0a
commit 203c36114d
14 changed files with 85 additions and 80 deletions

View File

@@ -1358,6 +1358,7 @@ datum/design/nanopaste
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/stack/nanopaste"
/* // Removal of loyalty implants. Can't think of a way to add this to the config option.
datum/design/implant_loyal
name = "loyalty implant"
desc = "Makes you loyal or such."
@@ -1366,6 +1367,7 @@ datum/design/implant_loyal
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/weapon/implant/loyalty"
*/
datum/design/implant_chem
name = "chemical implant"