-Now instead of just giving an angry message, any living mob with a client and the nuke disk that hits a transition on Z1 on them will have their momentum reversed, effectively sending them back where they came from. (Dead and clientless mobs still have the disk deleted from them)

Fixes Issue 1183

-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158

-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027

-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196

-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202

-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206

-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2013-01-10 19:07:02 +00:00
parent 692fc1b95a
commit d64186ec9b
26 changed files with 101 additions and 41 deletions

View File

@@ -80,16 +80,18 @@
del(A) //The disk's Del() proc ensures a new one is created
return
if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
var/list/disk_search = list(A.search_contents_for(/obj/item/weapon/disk/nuclear))
if(!isemptylist(disk_search))
if(istype(A, /mob/living))
var/mob/living/MM = A
if(MM.client && !MM.stat)
MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
MM.inertia_dir = turn(MM.inertia_dir,180)
else
for(var/obj/item/weapon/disk/nuclear/N in A.search_contents_for(/obj/item/weapon/disk/nuclear))
for(var/obj/item/weapon/disk/nuclear/N in disk_search)
del(N)//Make the disk respawn it is on a clientless mob or corpse
else
for(var/obj/item/weapon/disk/nuclear/N in A.search_contents_for(/obj/item/weapon/disk/nuclear))
for(var/obj/item/weapon/disk/nuclear/N in disk_search)
del(N)//Make the disk respawn if it is floating on its own
return