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
This commit is contained in:
rastaf.zero@gmail.com
2011-04-10 20:57:42 +00:00
parent 83e4a41480
commit ae1d99ee73
41 changed files with 542 additions and 1374 deletions

View File

@@ -221,7 +221,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(!wordtravel)
runerandom()
if(M)
if(cultists.Find(M))
if(M.mind in ticker.mode.cult)
return
else
if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
@@ -247,12 +247,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M << "\red You remembered one thing from the glimpse... [wordself] is self..."
if("8")
M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
cultists.Add(M)
if(M.mind)
M.mind.special_role = "Cultist"
ticker.mode.cult += M.mind
src << "Made [M] a cultist."
if(ticker.mode.name == "cult")
ticker.mode:cult += M.mind
/client/proc/cmd_debug_del_all()
set category = "Debug"