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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 03:33:21 +00:00
I'm a fucking moron.
Apparently that meteor gun I forgot to comment out had the wrong path in its attack_self(). Instead of the meteor gun shooting meteors, every /obj/item/weapon could shoot them when clicked on. Here's a pile of runtime fixes to go along with this. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4409 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -746,10 +746,11 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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for(var/i = 0, i<numticks, i++)
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for(var/i = 0, i<numticks, i++)
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sleep(delayfraction)
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sleep(delayfraction)
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if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
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return 0
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if(!user || user.stat || user.weakened || user.stunned || !(user.loc == T))
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if(!user || user.stat || user.weakened || user.stunned || !(user.loc == T))
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return 0
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return 0
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if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
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return 0
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return 1
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return 1
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@@ -332,7 +332,9 @@ var/global/datum/controller/gameticker/ticker
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world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:</b>"
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world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:</b>"
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else
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else
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world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
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world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
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robo.laws.show_laws(world)
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if(robo) //How the hell do we lose robo between here and the world messages directly above this?
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robo.laws.show_laws(world)
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mode.declare_completion()//To declare normal completion.
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mode.declare_completion()//To declare normal completion.
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@@ -165,7 +165,7 @@
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return
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return
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..()
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..()
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/*
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//Testing purposes only!
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//Testing purposes only!
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/obj/item/weapon/meteorgun
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/obj/item/weapon/meteorgun
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name = "Meteor Gun"
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name = "Meteor Gun"
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@@ -174,7 +174,7 @@
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icon_state = "lasercannon"
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icon_state = "lasercannon"
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item_state = "gun"
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item_state = "gun"
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/obj/item/weapon/attack_self()
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/obj/item/weapon/meteorgun/attack_self()
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var/start_x = usr.loc.x
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var/start_x = usr.loc.x
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var/start_y = usr.loc.y
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var/start_y = usr.loc.y
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var/start_z = usr.loc.z
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var/start_z = usr.loc.z
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@@ -209,4 +209,5 @@
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spawn(0)
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spawn(0)
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walk_towards(M, M.dest, 1)
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walk_towards(M, M.dest, 1)
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return
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return
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*/
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@@ -222,7 +222,7 @@
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/obj/machinery/shieldgen/process()
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/obj/machinery/shieldgen/process()
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if(malfunction && active)
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if(malfunction && active)
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if(deployed_shields && prob(5))
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if(deployed_shields.len && prob(5))
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del(pick(deployed_shields))
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del(pick(deployed_shields))
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return
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return
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@@ -75,7 +75,7 @@
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if(!action_checks(target)) return
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if(!action_checks(target)) return
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if(isobj(target))
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if(isobj(target))
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var/obj/target_obj = target
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var/obj/target_obj = target
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if(target_obj.unacidable) return
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if(!target_obj.vars.Find("unacidable") || target_obj.unacidable) return
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set_ready_state(0)
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set_ready_state(0)
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chassis.use_power(energy_drain)
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chassis.use_power(energy_drain)
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chassis.visible_message("<font color='red'><b>[chassis] starts to drill [target]</b></font>", "You hear the drill.")
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chassis.visible_message("<font color='red'><b>[chassis] starts to drill [target]</b></font>", "You hear the drill.")
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@@ -21,7 +21,7 @@ SHARDS
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src.use(1)
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src.use(1)
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user << "\blue You attach wire to the [name]."
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user << "\blue You attach wire to the [name]."
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new /obj/item/stack/light_w(user.loc)
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new /obj/item/stack/light_w(user.loc)
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if(CC.amount <= 0)
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if(CC && CC.amount <= 0) //CC may have already been deleted by 'CC.use(5)' a few lines up.
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user.u_equip(CC)
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user.u_equip(CC)
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del(CC)
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del(CC)
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if(src.amount <= 0)
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if(src.amount <= 0)
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