Fix Mulebots running over themselves, fix runtime with blood.dm

This commit is contained in:
Rykka
2020-08-05 22:18:13 -04:00
parent 992d204432
commit 86bf733872
3 changed files with 4 additions and 2 deletions

View File

@@ -260,6 +260,8 @@
spread_fire(AM)
..() // call parent because we moved behavior to parent
// Get rank from ID, ID inside PDA, PDA, ID in wallet, etc.
/mob/living/carbon/human/proc/get_authentification_rank(var/if_no_id = "No id", var/if_no_job = "No job")
var/obj/item/device/pda/pda = wear_id

View File

@@ -246,7 +246,7 @@ default behaviour is:
// Called when something steps onto us. This allows for mulebots and vehicles to run things over. <3
/mob/living/Crossed(var/atom/movable/AM) // Transplanting this from /mob/living/carbon/human/Crossed()
if(AM.is_incorporeal())
if(AM == src || AM.is_incorporeal()) // We're not going to run over ourselves or ghosts
return
if(istype(AM, /mob/living/bot/mulebot))

View File

@@ -360,7 +360,7 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
if(!istype(source))
return B
// Update appearance.