It compiles!

- Makes shadowlings compile, require snowflaking of a few things to the
human Life() proc due to how Bay species works.
- Renames monkeyizing var to notransform, as that's effectively what it
was used for, to prevent transformation. (/tg/ port)
This commit is contained in:
DZD
2015-04-12 19:54:45 -04:00
parent 0ab3a54fcb
commit 00035a51f0
36 changed files with 215 additions and 188 deletions
+4 -2
View File
@@ -107,6 +107,8 @@
if(user.dna && user.dna.mutantrace == "adamantine")
user << "\red Your metal fingers don't fit in the trigger guard!"
return
if(user.dna && user.dna.species == "Shadowling")
user << "<span class='danger'>The muzzle flash would cause damage to your form!</span>"
add_fingerprint(user)
@@ -128,7 +130,7 @@
if(!in_chamber)
return
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
@@ -154,7 +156,7 @@
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(heavy_weapon)
if(user.get_inactive_hand())
if(prob(15))
@@ -12,8 +12,8 @@
/obj/item/projectile/change/proc/wabbajack (mob/M as mob in living_mob_list)
if(istype(M, /mob/living) && M.stat != DEAD)
if(M.monkeyizing) return
M.monkeyizing = 1
if(M.notransform) return
M.notransform = 1
M.canmove = 0
M.icon = null
M.overlays.Cut()
+2 -2
View File
@@ -127,8 +127,8 @@
proc/wabbajack(mob/living/M)
if(istype(M))
if(istype(M, /mob/living) && M.stat != DEAD)
if(M.monkeyizing) return
M.monkeyizing = 1
if(M.notransform) return
M.notransform = 1
M.canmove = 0
M.icon = null
M.overlays.Cut()