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https://github.com/CHOMPStation2/CHOMPStation2.git
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Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult. -raised and manifested are cultists -you cannot use target for sacrificing -free a cultis frees from muzzle, closets, pods -removed unused files. Added satitize() to emotes. Extended and Random were returned to Game Panel. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -221,7 +221,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(!wordtravel)
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runerandom()
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if(M)
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if(cultists.Find(M))
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if(M.mind in ticker.mode.cult)
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return
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else
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if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
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@@ -247,12 +247,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M << "\red You remembered one thing from the glimpse... [wordself] is self..."
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if("8")
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M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
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cultists.Add(M)
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if(M.mind)
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M.mind.special_role = "Cultist"
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ticker.mode.cult += M.mind
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src << "Made [M] a cultist."
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if(ticker.mode.name == "cult")
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ticker.mode:cult += M.mind
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/client/proc/cmd_debug_del_all()
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set category = "Debug"
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@@ -421,26 +421,18 @@ TO DO: actually integrate random appearance and player preference save.
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alert("Cannot revive a ghost")
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return
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if(config.allow_admin_rev)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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for(var/A in H.organs)
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var/datum/organ/external/affecting = null
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if(!H.organs[A]) continue
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affecting = H.organs[A]
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if(!istype(affecting, /datum/organ/external)) continue
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affecting.heal_damage(1000, 1000) //fixes getting hit after ingestion, killing you when game updates organ health
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H.UpdateDamageIcon()
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M.fireloss = 0
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//M.fireloss = 0
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M.toxloss = 0
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M.bruteloss = 0
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//M.bruteloss = 0
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M.oxyloss = 0
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M.paralysis = 0
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M.stunned = 0
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M.weakened = 0
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M.radiation = 0
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M.health = 100
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//M.health = 100
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M.nutrition = 400
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M.updatehealth()
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M.heal_overall_damage(1000, 1000)
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//M.updatehealth()
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M.buckled = initial(M.buckled)
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M.handcuffed = initial(M.handcuffed)
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if (M.stat > 1)
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