mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Sight update to strike team admin proc. It should pick people as intended now. Can't really test it locally so who knows.
Admins can again spawn everyone as ninjas, including themselves. Inactive player checking is still there though. A slightly updated stealth graphic for ninjas. Fixed a lawsync() run time error. Fixed station_explosion_cinematic() run time error. Fixed copy_to() run time error. Fixed dnainjector/attack() run time error. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1667 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1377,7 +1377,8 @@
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AddCamoOverlay(loc)//Overlay camo.
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if(3)
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if(istype(loc, /turf))
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if(prob(90))//Ninjas may flick into view once in a while if they are stealthed.
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//Ninjas may flick into view once in a while if they are stealthed.
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if(prob(90))
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NinjaStealthActive(loc)
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else
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NinjaStealthMalf()
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@@ -1,7 +1,7 @@
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/mob/living/silicon/robot/verb/cmd_show_laws()
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set category = "Robot Commands"
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set name = "Show Laws"
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src.show_laws()
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show_laws()
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/mob/living/silicon/robot/show_laws(var/everyone = 0)
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var/who
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@@ -16,13 +16,13 @@
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src << "<b>AI signal lost, unable to sync laws.</b>"
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else
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src.lawsync()
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lawsync()
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src << "<b>Laws synced with AI, be sure to note any changes.</b>"
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if (mind.special_role == "traitor" && mind.original == src)
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src << "<b>Remember, your AI does NOT share or know about your law 0."
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else
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src << "<b>No AI selected to sync laws with, disabling lawsync protocol.</b>"
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src.lawupdate = 0
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lawupdate = 0
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who << "<b>Obey these laws:</b>"
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laws.show_laws(who)
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@@ -59,59 +59,60 @@
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*/
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/mob/living/silicon/robot/proc/lawsync()
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var/datum/ai_laws/master = src.connected_ai.laws
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var/datum/ai_laws/master = connected_ai ? connected_ai.laws : null
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var/temp
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if (master)
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src.laws.ion.len = master.ion.len
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laws.ion.len = master.ion.len
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for (var/index = 1, index <= master.ion.len, index++)
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temp = master.ion[index]
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if (length(temp) > 0)
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src.laws.ion[index] = temp
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laws.ion[index] = temp
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if (!checktraitor(src) || mind.original != src)
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temp = master.zeroth
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src.laws.zeroth = temp
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laws.zeroth = temp
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src.laws.inherent.len = master.inherent.len
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laws.inherent.len = master.inherent.len
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for (var/index = 1, index <= master.inherent.len, index++)
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temp = master.inherent[index]
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if (length(temp) > 0)
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src.laws.inherent[index] = temp
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laws.inherent[index] = temp
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src.laws.supplied.len = master.supplied.len
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laws.supplied.len = master.supplied.len
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for (var/index = 1, index <= master.supplied.len, index++)
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temp = master.supplied[index]
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if (length(temp) > 0)
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src.laws.supplied[index] = temp
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laws.supplied[index] = temp
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return
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/mob/living/silicon/robot/proc/laws_sanity_check()
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if (!src.laws)
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src.laws = new /datum/ai_laws/asimov
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if (!laws)
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laws = new /datum/ai_laws/asimov
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/mob/living/silicon/robot/proc/set_zeroth_law(var/law)
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src.laws_sanity_check()
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src.laws.set_zeroth_law(law)
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laws_sanity_check()
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laws.set_zeroth_law(law)
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/mob/living/silicon/robot/proc/add_inherent_law(var/law)
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src.laws_sanity_check()
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src.laws.add_inherent_law(law)
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laws_sanity_check()
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laws.add_inherent_law(law)
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/mob/living/silicon/robot/proc/clear_inherent_laws()
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src.laws_sanity_check()
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src.laws.clear_inherent_laws()
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laws_sanity_check()
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laws.clear_inherent_laws()
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/mob/living/silicon/robot/proc/add_supplied_law(var/number, var/law)
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src.laws_sanity_check()
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src.laws.add_supplied_law(number, law)
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laws_sanity_check()
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laws.add_supplied_law(number, law)
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/mob/living/silicon/robot/proc/clear_supplied_laws()
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src.laws_sanity_check()
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src.laws.clear_supplied_laws()
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laws_sanity_check()
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laws.clear_supplied_laws()
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/mob/living/silicon/robot/proc/add_ion_law(var/law)
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src.laws_sanity_check()
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src.laws.add_ion_law(law)
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laws_sanity_check()
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laws.add_ion_law(law)
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/mob/living/silicon/robot/proc/clear_ion_laws()
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src.laws_sanity_check()
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src.laws.clear_ion_laws()
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laws_sanity_check()
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laws.clear_ion_laws()
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@@ -2166,8 +2166,8 @@ note dizziness decrements automatically in the mob's Life() proc.
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var/mob/M = mob
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M.loc = null // HACK, but whatever, this works
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var/obj/screen/boom = M.hud_used.station_explosion
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if (M.client)
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if (M.client&&M.hud_used)//They may some times not have a hud, apparently.
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var/obj/screen/boom = M.hud_used.station_explosion
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M.client.screen += boom
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if(ticker)
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switch(ticker.mode.name)
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@@ -902,17 +902,14 @@ datum/preferences
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else
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character.face_icon_state = "bald"
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if (underwear == 1)
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character.underwear = pick(1,2,3,4,5)
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else
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character.underwear = 0
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character.underwear = underwear == 1 ? pick(1,2,3,4,5) : 0
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character.update_face()
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character.update_body()
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if(!safety)//To prevent run-time errors due to null datum when using randomize_appearance_for()
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spawn(10)//as they should already have these set at game spawn.
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if(character)
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spawn(10)
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if(character&&character.client)
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character.client.midis = midis
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character.client.ooccolor = ooccolor
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character.client.be_alien = be_alien
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