Energy projectiles work again.

Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-11 07:52:30 +00:00
parent 59180f83cf
commit 46a7143e3a
138 changed files with 2459 additions and 2361 deletions
+3 -3
View File
@@ -392,10 +392,10 @@ Traitors and the like can also be revived with the previous role mostly intact.
//Now for special roles and equipment.
switch(new_character.mind.special_role)
if("Changeling")
new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
new_character.make_changeling()
if("traitor")
new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
ticker.mode.equip_traitor(new_character)
if("Wizard")
new_character.loc = pick(wizardstart)
@@ -433,7 +433,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
call(/datum/game_mode/proc/add_law_zero)(new_character)
//Add aliens.
else
new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)//Or we simply equip them.
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.