Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.

Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
kortgstation@gmail.com
2012-02-16 07:20:32 +00:00
parent 686350a2df
commit 3a96667003
12 changed files with 98 additions and 18 deletions

View File

@@ -515,3 +515,30 @@ var/global/list/uneatable = list(
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
else
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
/obj/machinery/singularity/narsie/wizard
eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
for(var/atom/movable/X in orange(consume_range,src))
consume(X)
for(var/turf/X in orange(consume_range,src))
consume(X)
for(var/atom/movable/X in orange(grav_pull,src))
if(is_type_in_list(X, uneatable)) continue
if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human))))
step_towards(X,src)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
step_towards(H,src)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return