mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 10:33:30 +01:00
Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes. Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva. Brains can now suicide. Warden now starts out with a special hat. Welcome to Hat Station 13. Holograms should no longer be draggable by space wind. Slight change to pulse rifle so it looks like the older sprite. Added deathsquad armor to admin equip list. Added tunnel clown gear to admin equip list. Fixed minor announcement bug with respawn_character. PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink. Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first. Ninjas can now hold an extra battery in their hat and suit slots. C4s now give a message when planted on people and are recorded in the attack log. Fixed spelling on messaging server. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1,15 +1,15 @@
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/client/proc/Debug2()
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set category = "Debug"
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set name = "Debug-Game"
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if(!src.authenticated || !src.holder)
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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if(src.holder.rank == "Game Admin")
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if(holder.rank == "Game Admin")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else if(src.holder.rank == "Game Master")
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else if(holder.rank == "Game Master")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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@@ -32,7 +32,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/client/proc/callproc()
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set category = "Debug"
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set name = "Advanced ProcCall"
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if(!src.authenticated || !src.holder)
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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var/target = null
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@@ -120,9 +120,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/client/proc/Cell()
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set category = "Debug"
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set name = "Air Status in Location"
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if(!src.mob)
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if(!mob)
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return
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var/turf/T = src.mob.loc
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var/turf/T = mob.loc
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if (!( istype(T, /turf) ))
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return
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@@ -351,6 +351,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"pirate",
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"space pirate",
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//"soviet soldier",
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"tunnel clown",
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"death commando",
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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if (isnull(dresscode))
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@@ -429,7 +431,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
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if ("space pirate")
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@@ -447,5 +448,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
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*/
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if("tunnel clown")//Tunnel clowns rule!
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M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/device/pda/clown(M), M.slot_belt)
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var/obj/item/weapon/fireaxe/fire_axe = new(M)
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fire_axe.name = "Fire Axe (Unwielded)"
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M.equip_if_possible(fire_axe, M.slot_r_hand)
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if("death commando")//Was looking to add this for a while.
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M.equip_death_commando()
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M.update_clothing()
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return
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