Merge pull request #3019 from misterbook/bleeding-edge-freeze

Bleeding edge freeze
This commit is contained in:
Chinsky
2013-06-10 02:51:19 -07:00
5 changed files with 20 additions and 6 deletions

View File

@@ -67,7 +67,7 @@ var/list/admin_verbs_admin = list(
/client/proc/toggledebuglogs,
/datum/admins/proc/show_skills,
/client/proc/check_customitem_activity,
/client/proc/response_team
///client/proc/response_team
)
var/list/admin_verbs_ban = list(
/client/proc/unban_panel,

View File

@@ -1,6 +1,20 @@
/obj/item/clothing/head/helmet/space/unathi
var/up = 0 //So Unathi helmets play nicely with the weldervision check.
mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/U = M
if(U.dna.mutantrace != "lizard")
U << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
/obj/item/clothing/suit/space/unathi/mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/U = M
if(U.dna.mutantrace != "lizard")
U << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
name = "NT breacher helmet"

View File

@@ -22,7 +22,6 @@ emp_act
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
P.agony=P.agony*C.siemens_coefficient
visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!</B></red>")
apply_effect(P.agony,AGONY,0)
del P
/* Commenting out new-old taser nerf.

View File

@@ -167,16 +167,18 @@
mouthshoot = 0
return
if (load_into_chamber())
user.visible_message("<span class = 'warning'>[user] pulls the trigger. Ow.</span>")
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
in_chamber.on_hit(M)
if (!in_chamber.nodamage)
user.apply_damage(in_chamber.damage*100, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
user.death()
else
user << "<span class = 'notice'>You feel dumb for trying this...</span>"
user << "<span class = 'notice'>Ow...</span>"
user.apply_effect(110,AGONY,0)
del(in_chamber)
mouthshoot = 0
return