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code/game/objects, code/game/machinery merge fix
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@@ -35,7 +35,7 @@
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return 0
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proc/meltdown() //breaks it down, making implant unrecongizible
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imp_in << "\red You feel something melting inside [part ? "your [part.name]" : "you"]!"
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imp_in << "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>"
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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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@@ -171,7 +171,7 @@ Implant Specifics:<BR>"}
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if(ishuman(imp_in))
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if (elevel == "Localized Limb")
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if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!")
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imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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sleep(25)
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if (istype(part,/obj/item/organ/external/chest) || \
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@@ -236,7 +236,7 @@ Implant Specifics:<BR>"}
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proc/small_boom()
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if (ishuman(imp_in) && part)
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!")
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imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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spawn(25)
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if (ishuman(imp_in) && part)
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@@ -369,7 +369,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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if (src.uses < 1) return 0
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if (emote == "pale")
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src.uses--
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source << "\blue You feel a sudden surge of energy!"
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source << "<span class='notice'>You feel a sudden surge of energy!</span>"
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source.SetStunned(0)
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source.SetWeakened(0)
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source.SetParalysis(0)
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