From 124bf72657dce3dc84eadd56c864537e629027bb Mon Sep 17 00:00:00 2001 From: Dip Date: Sat, 24 Oct 2020 02:23:06 -0300 Subject: [PATCH] more runtimes, fixes wrong gibs and blood --- code/modules/food_and_drinks/food/snacks/meat.dm | 2 +- code/modules/mob/living/death.dm | 2 +- code/modules/projectiles/projectile.dm | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/code/modules/food_and_drinks/food/snacks/meat.dm b/code/modules/food_and_drinks/food/snacks/meat.dm index 1a82d1b4..ca1a11a2 100644 --- a/code/modules/food_and_drinks/food/snacks/meat.dm +++ b/code/modules/food_and_drinks/food/snacks/meat.dm @@ -224,7 +224,7 @@ /obj/item/reagent_containers/food/snacks/meat/slab/meatwheat name = "meatwheat clump" desc = "This doesn't look like meat, but your standards aren't that high to begin with." - list_reagents = list("nutriment" = 3, "vitamin" = 2, "blood" = 5, "cooking_oil" = 1) + list_reagents = list("nutriment" = 3, "vitamin" = 2, "cooking_oil" = 1) filling_color = rgb(150, 0, 0) icon_state = "meatwheat_clump" bitesize = 4 diff --git a/code/modules/mob/living/death.dm b/code/modules/mob/living/death.dm index 31f6f842..4a29f2b1 100644 --- a/code/modules/mob/living/death.dm +++ b/code/modules/mob/living/death.dm @@ -21,7 +21,7 @@ /mob/living/proc/spawn_gibs(with_bodyparts, atom/loc_override) var/location = loc_override ? loc_override.drop_location() : drop_location() - if(mob_biotypes & MOB_ROBOTIC) + if(MOB_ROBOTIC in mob_biotypes) new /obj/effect/gibspawner/robot(location, src, get_static_viruses()) else new /obj/effect/gibspawner/generic(location, src, get_static_viruses()) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 27b896c9..8e4cd260 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -164,7 +164,7 @@ if(starting) splatter_dir = get_dir(starting, target_loca) var/obj/item/bodypart/B = L.get_bodypart(def_zone) - if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters + if(B && B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters do_sparks(2, FALSE, target.loc) if(prob(25)) new /obj/effect/decal/cleanable/oil(target_loca)