Cobpipe fix

Smoking pipe icon fix.
Eye-stab admin logging fix.

Tasers now do halloss, representing non-lethal PAIN.
http://baystation12.net/forums/viewtopic.php?f=5&t=7773

Tasers now check their target's limb for armor, and deflect if armored (Represented by coeffecient = 0).
http://baystation12.net/forums/viewtopic.php?f=5&t=7772

Attempting to merge with BEF
This commit is contained in:
MisterBook
2013-05-31 00:13:44 -05:00
parent 06b7700086
commit 25d5600d19
28 changed files with 10902 additions and 10579 deletions
+2 -2
View File
@@ -168,9 +168,9 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
proc
fizzle()
if(istype(src,/obj/effect/rune))
usr.say(pick("B'ADMINES SP'WNIN SH'T","IC'IN O'OC","RO'SHA'M I'SA GRI'FF'N ME'AI","TOX'IN'S O'NM FI'RAH","IA BL'AME TOX'IN'S","FIR'A NON'AN RE'SONA","A'OI I'RS ROUA'GE","LE'OAN JU'STA SP'A'C Z'EE SH'EF","IA PT'WOBEA'RD, IA A'DMI'NEH'LP"))
usr.say(pick("Hakkrutju gopoenjim.", "Nherasai pivroiashan.", "Firjji prhiv mazenhor.", "Tanah eh wakantahe.", "Obliyae na oraie.", "Miyf hon vnor'c.", "Wakabai hij fen juswix."))
else
usr.whisper(pick("B'ADMINES SP'WNIN SH'T","IC'IN O'OC","RO'SHA'M I'SA GRI'FF'N ME'AI","TOX'IN'S O'NM FI'RAH","IA BL'AME TOX'IN'S","FIR'A NON'AN RE'SONA","A'OI I'RS ROUA'GE","LE'OAN JU'STA SP'A'C Z'EE SH'EF","IA PT'WOBEA'RD, IA A'DMI'NEH'LP"))
usr.whisper(pick("Hakkrutju gopoenjim.", "Nherasai pivroiashan.", "Firjji prhiv mazenhor.", "Tanah eh wakantahe.", "Obliyae na oraie.", "Miyf hon vnor'c.", "Wakabai hij fen juswix."))
for (var/mob/V in viewers(src))
V.show_message("\red The markings pulse with a small burst of light, then fall dark.", 3, "\red You hear a faint fizzle.", 2)
return
+2
View File
@@ -265,6 +265,8 @@ var/global/datum/controller/gameticker/ticker
if(player.mind.assigned_role=="AI")
player.close_spawn_windows()
player.AIize()
else if(!player.mind.assigned_role)
continue
else
player.create_character()
del(player)
+13 -4
View File
@@ -1,5 +1,9 @@
var/global/datum/controller/occupations/job_master
#define GET_RANDOM_JOB 0
#define BE_ASSISTANT 1
#define RETURN_TO_LOBBY 2
/datum/controller/occupations
//List of all jobs
var/list/occupations = list()
@@ -270,9 +274,8 @@ var/global/datum/controller/occupations/job_master
// Hand out random jobs to the people who didn't get any in the last check
// Also makes sure that they got their preference correct
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.userandomjob)
if(player.client.prefs.alternate_option == GET_RANDOM_JOB)
GiveRandomJob(player)
/*
Old job system
for(var/level = 1 to 3)
@@ -297,8 +300,14 @@ var/global/datum/controller/occupations/job_master
// For those who wanted to be assistant if their preferences were filled, here you go.
for(var/mob/new_player/player in unassigned)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
if(player.client.prefs.alternate_option == BE_ASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
//For ones returning to lobby
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
unassigned -= player
return 1
@@ -22,6 +22,7 @@
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/device/multitool(src)
new /obj/item/weapon/shield/energy(src)
new /obj/item/clothing/shoes/magboots(src)
/obj/structure/closet/syndicate/nuclear