From 6cf4852a604fce85c49071f6a29e56c1c642c3f2 Mon Sep 17 00:00:00 2001 From: ZomgPonies Date: Thu, 12 Feb 2015 02:41:33 -0500 Subject: [PATCH] More nade logging from adminlog to attacklog --- code/game/objects/items/weapons/grenades/chem_grenade.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index 2a6def07dca..ba7fae62304 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -96,7 +96,7 @@ else if(clown_check(user)) // This used to go before the assembly check, but that has absolutely zero to do with priming the damn thing. You could spam the admins with it. var/log_str = "[key_name(usr)]? has primed a [name] for detonation at [A.name] (JMP)." - message_admins(log_str) + msg_admin_attack(log_str) log_game(log_str) bombers += "[log_str]" user << "You prime the [name]! [det_time / 10] second\s!" @@ -144,7 +144,7 @@ var/turf/bombturf = get_turf(loc) var/area/A = bombturf.loc var/log_str = "[key_name(usr)]? has completed [name] at [A.name] (JMP) [contained]." - message_admins(log_str) + msg_admin_attack(log_str) log_game(log_str) else user << "You need to add at least one beaker before locking the assembly."