Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.

The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-12 23:00:48 +00:00
parent fcee5ff1be
commit 67d4ceffb0
20 changed files with 146 additions and 158 deletions

View File

@@ -1,14 +1,14 @@
/obj/item/ammo_casing
name = "bullet casing"
desc = "A .357 bullet casing."
desc = "A bullet casing."
icon = 'ammo.dmi'
icon_state = "s-casing"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
throwforce = 1
w_class = 1.0
var
caliber = "357" //Which kind of guns it can be loaded into
projectile_type = "/obj/item/projectile"//The bullet type to create when New() is called
caliber = "" //Which kind of guns it can be loaded into
projectile_type = ""//The bullet type to create when New() is called
obj/item/projectile/BB = null //The loaded bullet
@@ -46,7 +46,7 @@
//Boxes of ammo
/obj/item/ammo_magazine
name = "ammo box (.357)"
desc = "A box of .357 ammo"
desc = "A box of ammo"
icon_state = "357"
icon = 'ammo.dmi'
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT