Merge pull request #2260 from Markolie/fixesfixesfixesfixesfixesfixes

Fixes
This commit is contained in:
Fox McCloud
2015-10-01 19:43:05 -04:00
8 changed files with 72 additions and 78 deletions
+20 -2
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@@ -552,10 +552,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"soviet admiral",
"tunnel clown",
"masked killer",
"singuloth knight",
"dark lord",
"assassin",
"death commando",
"syndicate commando",
"chrono legionnaire",
"special ops officer",
"special ops formal",
"blue wizard",
@@ -565,7 +567,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"emergency response team leader",
"nanotrasen officer",
"nanotrasen captain",
"singuloth knight"
)
var/dostrip = input("Do you want to strip [M] before equipping them? (0=no, 1=yes)", "STRIPTEASE") as null|anything in list(0,1)
if(isnull(dostrip))
@@ -1048,13 +1049,30 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card (Admiral)"
W.name = "[M.real_name]'s ID Card"
W.icon_state = "commander"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Admiral"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if("chrono legionnaire")
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/chronos(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/chronos(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/chrono_eraser(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "syndie"
W.assignment = "Chrono Legionnaire"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
M.regenerate_icons()
+4 -1
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@@ -34,7 +34,10 @@
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
if(S.speak.len)
message = pick(S.speak)
else
stars(message)
else
if(language)
message = language.scramble(message)
+1 -1
View File
@@ -112,7 +112,7 @@
return
if(!B)
return
src.forceMove(B)
src.forceMove(B.loc)
src.client.eye = src
if (prob(25) && istype(src, /mob/living/simple_animal/slaughter))
var/list/voice = list('sound/hallucinations/behind_you1.ogg','sound/hallucinations/im_here1.ogg','sound/hallucinations/turn_around1.ogg','sound/hallucinations/i_see_you1.ogg')
+5 -4
View File
@@ -177,7 +177,7 @@
update_icon()
else
usr << "<span class='notice'>You need to hold it in your hands to change pages.</span>"
if (istype(src.loc, /mob) ||istype(src.loc.loc, /mob))
if (istype(src.loc, /mob))
src.attack_self(src.loc)
updateUsrDialog()
@@ -211,9 +211,10 @@
/obj/item/weapon/paper_bundle/update_icon()
var/obj/item/weapon/paper/P = src[1]
icon_state = P.icon_state
overlays = P.overlays
if(contents.len)
var/obj/item/weapon/paper/P = src[1]
icon_state = P.icon_state
overlays = P.overlays
underlays = 0
var/i = 0
var/photo
+33 -63
View File
@@ -11,72 +11,42 @@
var/modifystate
var/can_charge = 1
emp_act(severity)
/obj/item/weapon/gun/energy/emp_act(severity)
if(power_supply)
power_supply.use(round(power_supply.charge / severity))
update_icon()
/obj/item/weapon/gun/energy/New()
..()
if(cell_type)
power_supply = new cell_type(src)
else
power_supply = new(src)
power_supply.give(power_supply.maxcharge)
return
New()
..()
if(cell_type)
power_supply = new cell_type(src)
/obj/item/weapon/gun/energy/process_chambered()
if(in_chamber) return 1
if(!power_supply) return 0
if(!power_supply.use(charge_cost)) return 0
if(!projectile_type) return 0
in_chamber = new projectile_type(src)
return 1
/obj/item/weapon/gun/energy/update_icon()
if(cell_type)
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
if(modifystate)
icon_state = "[modifystate][ratio]"
else
power_supply = new(src)
power_supply.give(power_supply.maxcharge)
return
process_chambered()
if(in_chamber) return 1
if(!power_supply) return 0
if(!power_supply.use(charge_cost)) return 0
if(!projectile_type) return 0
in_chamber = new projectile_type(src)
return 1
update_icon()
if(cell_type)
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
if(modifystate)
icon_state = "[modifystate][ratio]"
else
icon_state = "[initial(icon_state)][ratio]"
icon_state = "[initial(icon_state)][ratio]"
else
icon_state = "energy0"
overlays.Cut()
if(F)
if(F.on)
overlays += "flight-on"
else
icon_state = "energy0"
overlays.Cut()
if(F)
if(F.on)
overlays += "flight-on"
else
overlays += "flight"
return
/*
attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!power_supply)
user.drop_item()
W.loc = src
power_supply = W
user << "<span class='notice'>You install a cell in [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already has a cell.</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(power_supply)
power_supply.updateicon()
power_supply.loc = get_turf(src.loc)
power_supply = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
update_icon()
return
..()
return
examine(mob/user)
if(..(user, 1))
if(!power_supply)
usr <<"<span class='warning'>The weapon does not have a power source installed.</span>" */
overlays += "flight"
return
@@ -60,8 +60,9 @@
if(!istype(M, /mob/living)) // YOU'RE A FUCKING RETARD NEO WHY CAN'T YOU JUST FIX THE PROBLEM ON THE REAGENT - Iamgoofball
return //Noticed runtime errors from facid trying to damage ghosts, this should fix. --NEO
// Certain elements in too large amounts cause side-effects
holder.remove_reagent(src.id, metabolization_rate) //By default it slowly disappears.
current_cycle++
if(holder)
holder.remove_reagent(src.id, metabolization_rate) //By default it slowly disappears.
current_cycle++
return
// Called when two reagents of the same are mixing.
@@ -278,7 +278,7 @@
M.stuttering = 0
M.confused = 0
return
if(ishuman(M)) .
if(ishuman(M) && M.mind) .
if(((M.mind in ticker.mode.vampires) || M.mind.vampire) && (!(VAMP_FULL in M.mind.vampire.powers)) && prob(80))
switch(data)
if(1 to 4)