Bug fixes

This commit is contained in:
Markolie
2014-12-11 15:20:45 +01:00
parent 8a2f702150
commit 46a061e722
11 changed files with 49 additions and 42 deletions
@@ -18,8 +18,11 @@
if (!H.amputated)
if ((health >= (config.health_threshold_dead/100*75)) && stat == DEAD) //need to get them 25% away from death point before reviving them
dead_mob_list -= src
respawnable_list -= src
living_mob_list += src
mob_list += src
stat = CONSCIOUS
ear_deaf = 0
return
/mob/living/carbon/human/getBrainLoss()
+4 -2
View File
@@ -1292,7 +1292,9 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
seer = 0
var/tmp/has_ninja_mask = 0
if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
has_ninja_mask = 1
var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
switch(O.mode)
if(0)
@@ -1305,7 +1307,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(1)
see_in_dark = 5
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
if(2)
sight |= SEE_MOBS
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
@@ -1340,7 +1342,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
if(istype(O,/obj/item/clothing/glasses/hud/security/night) || istype(O,/obj/item/clothing/glasses/hud/health/night))
see_invisible = SEE_INVISIBLE_MINIMUM
else if(!seer)
else if(!seer && !has_ninja_mask)
see_in_dark = species.darksight
see_invisible = SEE_INVISIBLE_LIVING
-6
View File
@@ -633,12 +633,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
H.updatehealth()
if(istype(M,/mob/living/carbon/human/machine) && M.stat == 0) // If an IPC is brought back to life by welding it, which is possible, update the mob list
if(M in dead_mob_list)
dead_mob_list -= M
respawnable_list -= M
living_mob_list += M
mob_list += M
return
else
user << "Nothing to fix!"
+5 -6
View File
@@ -51,6 +51,7 @@
var/drowsy = 0
var/agony = 0
var/embed = 0 // whether or not the projectile can embed itself in the mob
var/forcedodge = 0
proc/delete()
@@ -82,9 +83,8 @@
loc = A.loc
return 0 //cannot shoot yourself
if(bumped) return 0
var/forcedodge = 0 // force the projectile to pass
if(bumped)
return 1
bumped = 1
if(firer && istype(A, /mob))
var/mob/M = A
@@ -137,9 +137,8 @@
spawn(0)
if(A)
if(!forcedodge)
forcedodge = A.bullet_act(src, def_zone) // searches for return value
if(forcedodge == -1) // the bullet passes through a dense object!
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
bumped = 0 // reset bumped variable!
if(istype(A, /turf))
loc = A
@@ -42,6 +42,7 @@
icon_state = "xray"
damage = 15
irradiate = 30
forcedodge = 1
/obj/item/projectile/beam/pulse
name = "pulse"