Having many runes on the same tile will not break astral project

This commit is contained in:
Crazylemon64
2016-01-27 23:32:57 -08:00
parent a08571895f
commit 0c92ebd701
+9 -2
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@@ -237,10 +237,17 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
usr << "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>"
return
if(mind.current.ajourn && mind.current.stat != DEAD) //check if the corpse is astral-journeying (it's client ghosted using a cultist rune).
var/obj/effect/rune/R = locate() in mind.current.loc //whilst corpse is alive, we can only reenter the body if it's on the rune
if(!(R && R.word1 == cultwords["hell"] && R.word2 == cultwords["travel"] && R.word3 == cultwords["self"])) //astral journeying rune
var/turf/T = get_turf(mind.current)
var/found_astral_rune = 0
if(T)
for(var/obj/effect/rune/R in T.contents) //whilst corpse is alive, we can only reenter the body if it's on the rune
if(R.word1 == cultwords["hell"] && R.word2 == cultwords["travel"] && R.word3 == cultwords["self"]) //astral journeying rune
found_astral_rune = 1
break
if(!found_astral_rune)
usr << "<span class='warning'>The astral cord that ties your body and your spirit has been severed. You are likely to wander the realm beyond until your body is finally dead and thus reunited with you.</span>"
return
mind.current.ajourn=0
mind.current.key = key