diff --git a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm index d0ef7566a0..2cc2b14207 100644 --- a/code/game/gamemodes/nuclear/nuclearbomb.dm +++ b/code/game/gamemodes/nuclear/nuclearbomb.dm @@ -22,6 +22,7 @@ /obj/machinery/nuclearbomb/process() if (src.timing) + bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed. src.timeleft-- if (src.timeleft <= 0) explode() @@ -116,16 +117,24 @@ if (href_list["timer"]) if (src.timing == -1.0) return + if (src.safety) + usr << "\red The safety is still on." + return src.timing = !( src.timing ) if (src.timing) src.icon_state = "nuclearbomb2" if(!src.safety) bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N + else + bomb_set = 0 else src.icon_state = "nuclearbomb1" bomb_set = 0 if (href_list["safety"]) src.safety = !( src.safety ) + if(safety) + src.timing = 0 + bomb_set = 0 if (href_list["anchor"]) src.anchored = !( src.anchored ) src.add_fingerprint(usr) diff --git a/code/game/syndicate_shuttle.dm b/code/game/syndicate_shuttle.dm index 6b7ddcbe7f..8f3bd197a4 100644 --- a/code/game/syndicate_shuttle.dm +++ b/code/game/syndicate_shuttle.dm @@ -121,6 +121,7 @@ var/bomb_set = 1 syndicate_out_of_moves = 1 /proc/syndicate_can_move() + //world << "moving_to_station = [syndicate_station_moving_to_station]; moving_to_space = [syndicate_station_moving_to_space]; out_of_moves = [syndicate_out_of_moves]; bomb_set = [bomb_set]; " if(syndicate_station_moving_to_station || syndicate_station_moving_to_space) return 0 if(syndicate_out_of_moves) return 0 if(!bomb_set) return 0