mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 19:52:40 +00:00
Fixed some runtimes
Gibber now properly checks for clothes when you attempt to shove people in it. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2429 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -28,7 +28,7 @@
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/proc/in_range(source, user)
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/proc/in_range(source, user)
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if(get_dist(source, user) <= 1)
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if(get_dist(source, user) <= 1)
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return 1
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return 1
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else
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else//TK TODO: remove this
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if(istype(user, /mob/living/carbon))
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if(istype(user, /mob/living/carbon))
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if(user:mutations & PORTALS && get_dist(source, user) <= 7)
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if(user:mutations & PORTALS && get_dist(source, user) <= 7)
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if(user:equipped()) return 0
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if(user:equipped()) return 0
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@@ -268,24 +268,6 @@
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/mob/living/carbon/human/abiotic()
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// if ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask || src.head || src.shoes || src.w_uniform || src.wear_suit || src.glasses || src.ears || src.gloves))
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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else
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return 0
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return
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/mob/proc/abiotic()
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// if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || src.back || src.wear_mask)
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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else
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return 0
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return
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/datum/data/function/proc/reset()
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/datum/data/function/proc/reset()
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return
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return
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@@ -847,7 +847,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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else
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else
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podman.real_name = "pod person" //No null names!!
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podman.real_name = "pod person" //No null names!!
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if(mind && istype(mind,/datum/mind) && mind.current.stat == 2) //only transfer dead people's minds
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if(mind && istype(mind,/datum/mind) && mind.current && mind.current.stat == 2) //only transfer dead people's minds
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mind:transfer_to(podman)
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mind:transfer_to(podman)
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mind:original = podman
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mind:original = podman
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else //welp
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else //welp
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@@ -55,7 +55,7 @@
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if (!( istype(G, /obj/item/weapon/grab)) || !(istype(G.affecting, /mob/living/carbon/human)))
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if (!( istype(G, /obj/item/weapon/grab)) || !(istype(G.affecting, /mob/living/carbon/human)))
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user << "\red This item is not suitable for the gibber!"
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user << "\red This item is not suitable for the gibber!"
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return
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return
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if(G.affecting.abiotic())
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if(G.affecting.abiotic(1))
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user << "\red Subject may not have abiotic items on."
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user << "\red Subject may not have abiotic items on."
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return
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return
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@@ -101,7 +101,7 @@
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if(S == src) continue
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if(S == src) continue
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if((S.frequency == src.frequency) && (S.code == src.code))
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if((S.frequency == src.frequency) && (S.code == src.code))
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spawn(0)
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spawn(0)
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S.pulse(0)
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if(S) S.pulse(0)
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return 0
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return 0
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@@ -2196,3 +2196,11 @@ It can still be worn/put on as normal.
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src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss - src.cloneloss
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src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss - src.cloneloss
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/mob/living/carbon/human/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask || src.head || src.shoes || src.w_uniform || src.wear_suit || src.glasses || src.ears || src.gloves)))
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return 1
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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return 0
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@@ -18,7 +18,7 @@
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else
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else
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lawsync()
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lawsync()
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src << "<b>Laws synced with AI, be sure to note any changes.</b>"
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src << "<b>Laws synced with AI, be sure to note any changes.</b>"
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if (mind.special_role == "traitor" && mind.original == src)
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if(mind && mind.special_role == "traitor" && mind.original == src)
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src << "<b>Remember, your AI does NOT share or know about your law 0."
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src << "<b>Remember, your AI does NOT share or know about your law 0."
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else
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else
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src << "<b>No AI selected to sync laws with, disabling lawsync protocol.</b>"
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src << "<b>No AI selected to sync laws with, disabling lawsync protocol.</b>"
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@@ -26,7 +26,7 @@
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who << "<b>Obey these laws:</b>"
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who << "<b>Obey these laws:</b>"
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laws.show_laws(who)
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laws.show_laws(who)
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if ((mind.special_role == "traitor" && mind.original == src) && connected_ai)
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if (mind && (mind.special_role == "traitor" && mind.original == src) && connected_ai)
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who << "<b>Remember, [connected_ai.name] is technically your master, but your objective comes first.</b>"
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who << "<b>Remember, [connected_ai.name] is technically your master, but your objective comes first.</b>"
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else if (connected_ai)
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else if (connected_ai)
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who << "<b>Remember, [connected_ai.name] is your master, other AIs can be ignored.</b>"
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who << "<b>Remember, [connected_ai.name] is your master, other AIs can be ignored.</b>"
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@@ -230,3 +230,14 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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if (M.real_name == text("[msg]"))
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if (M.real_name == text("[msg]"))
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return 1
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return 1
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return 0
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
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return 1
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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return 0
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@@ -1041,16 +1041,6 @@ datum
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build_path = "/obj/item/weapon/gun/energy/lasercannon"
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build_path = "/obj/item/weapon/gun/energy/lasercannon"
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locked = 1
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locked = 1
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shockgun
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name = "Shock Gun"
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desc = "Your opponent has just lost THE GAME."
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id = "shockgun"
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req_tech = list("combat" = 5, "materials" = 4, "powerstorage" = 3)
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build_type = PROTOLATHE
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materials = list("$metal" = 8000, "$silver" = 3000, "$gold" = 500)
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build_path = "/obj/item/weapon/gun/energy/shockgun"
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locked = 1
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decloner
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decloner
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name = "Decloner"
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name = "Decloner"
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desc = "Your opponent will bubble into a messy pile of goop."
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desc = "Your opponent will bubble into a messy pile of goop."
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@@ -1089,14 +1079,14 @@ datum
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materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 1000, "$silver" = 1000)
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materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 1000, "$silver" = 1000)
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build_path = "/obj/item/weapon/gun/energy/largecrossbow"
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build_path = "/obj/item/weapon/gun/energy/largecrossbow"
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freeze_gun
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temp_gun
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name = "Freeze Gun"
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name = "Temperature Gun"
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desc = "A gun that shoots supercooled hydrogen particles to drastically chill a target's body temperature."
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desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
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id = "freeze_gun"
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id = "temp_gun"
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req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
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req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
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build_type = PROTOLATHE
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build_type = PROTOLATHE
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materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 3000)
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materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 3000)
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build_path = "/obj/item/weapon/gun/energy/freeze"
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build_path = "/obj/item/weapon/gun/energy/temperature"
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locked = 1
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locked = 1
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large_grenade
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large_grenade
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