mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 06:34:45 +01:00
Engine:
-fixed cyborgs/AI problems with emitters; -collector controller now without delay display state of singularity, beware red circle; APC repairing: -emagged APCs can be easily fixed; -blowed up and malfhacked APCs can be fixed with lot of work; --Note: malf timer will NOT slowdown due to gameplay reasons; -APC now actually use power for charging its cells; Power cells: -explosions strength now depends on charge; -in general explosions were nerfed; -power cells can lose quality in several circumstances; Food processor -now messages appears in right moments; -code rewritten, adding recipes now easy; -recipes still same; -new recipe: non-player monkey -> bucket of blood; git-svn-id: http://tgstation13.googlecode.com/svn/trunk@709 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
+158
-88
@@ -25,7 +25,7 @@
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var/obj/item/weapon/cell/cell
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var/start_charge = 90 // initial cell charge %
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var/cell_type = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
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var/opened = 0
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var/opened = 0 //0=closed, 1=opened, 2=cover removed
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var/shorted = 0
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var/lighting = 3
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var/equipment = 3
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@@ -44,9 +44,9 @@
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var/lastused_environ = 0
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var/lastused_total = 0
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var/main_status = 0
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var/light_consumption = 0
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var/equip_consumption = 0
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var/environ_consumption = 0
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var/light_consumption = 0 //not used
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var/equip_consumption = 0 //not used
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var/environ_consumption = 0 //not used
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var/emagged = 0
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var/wiresexposed = 0
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var/apcwires = 15
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@@ -78,22 +78,24 @@
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return apcwires
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/obj/machinery/power/apc/updateUsrDialog()
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if (stat & (BROKEN|MAINT))
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return
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var/list/nearby = viewers(1, src)
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if (!(stat & (BROKEN|MAINT))) // unbroken
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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src.interact(M)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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src.interact(M)
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if (istype(usr, /mob/living/silicon))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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src.interact(usr)
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/obj/machinery/power/apc/updateDialog()
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if(!(stat & BROKEN|MAINT)) // unbroken
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if (M.client && M.machine == src)
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src.interact(M)
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if (stat & (BROKEN|MAINT))
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return
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if (M.client && M.machine == src)
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src.interact(M)
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AutoUpdateAI(src)
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/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
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@@ -154,14 +156,14 @@
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/obj/machinery/power/apc/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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if(usr /*&& !usr.stat*/)
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usr << "A control terminal for the area electrical systems."
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if(stat & BROKEN)
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usr << "Looks broken."
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return
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if(opened)
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if(has_electronics && terminal)
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usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
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usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
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else if (!has_electronics && terminal)
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usr << "There are some wires but no any electronics."
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else if (has_electronics && !terminal)
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@@ -171,7 +173,9 @@
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else
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if (stat & MAINT)
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usr << "The cover is closed. Something wrong with this: it's doesn't work."
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usr << "The cover is closed. Something wrong with it: it's doesn't work."
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else if (emagged || malfhack)
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usr << "The cover is broken. It's may be hard to force it open."
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else
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usr << "The cover is closed."
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@@ -180,11 +184,19 @@
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// also add overlays for indicator lights
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/obj/machinery/power/apc/proc/updateicon()
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if(opened)
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if (stat & MAINT)
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icon_state = "apcmaint"
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else
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icon_state = "[ cell ? "apc2" : "apc1" ]" // if opened, show cell if it's inserted
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src.overlays = null // also delete all overlays
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var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
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if (opened==1)
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if (stat & MAINT)
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icon_state = "apcmaint" //disassembled APC cannot hold cell
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else
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icon_state = basestate
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else if (opened == 2)
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if ((stat & BROKEN) || malfhack )
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icon_state = "[basestate]-b-nocover"
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else /* if (emagged)*/
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icon_state = "[basestate]-nocover"
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src.overlays = null // also delete all overlays
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return
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else if(emagged || malfhack)
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icon_state = "apcemag"
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src.overlays = null
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@@ -193,6 +205,10 @@
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icon_state = "apcewires"
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src.overlays = null
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return
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else if (stat & BROKEN)
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icon_state = "apc-b"
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src.overlays = null
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return
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else
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icon_state = "apc0"
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@@ -211,35 +227,44 @@
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//attack with an item - open/close cover, insert cell, or (un)lock interface
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/obj/machinery/power/apc/attackby(obj/item/weapon/W, mob/user)
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/obj/machinery/power/apc/attackby(obj/item/W, mob/user)
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if(stat & BROKEN) return //TODO: repairing
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if (istype(user, /mob/living/silicon))
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return src.attack_hand(user)
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if (istype(W, /obj/item/weapon/crowbar)) // crowbar means open or close the cover
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if(opened)
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if (!terminal && has_electronics==1)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "You trying to remove the power control board..."
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if(do_after(user, 50))
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has_electronics = 0
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if (istype(W, /obj/item/weapon/crowbar) && opened)
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if (has_electronics==1)
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if (terminal)
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user << "\red Disconnect wires first."
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return
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "You trying to remove the power control board..."
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if(do_after(user, 50))
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has_electronics = 0
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if ((stat & BROKEN) || malfhack)
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user.visible_message(\
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"\red [user.name] has broken the power control board inside [src.name]!",\
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"You broke the charred power control board and remove remains.",
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"You hear crack")
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//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
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else
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user.visible_message(\
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"\red [user.name] has removed the power control board from [src.name]!",\
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"You remove the power control board.")
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new /obj/item/weapon/module/power_control(loc)
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else
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opened = 0
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updateicon()
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else if (opened!=2) //cover isn't removed
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opened = 0
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updateicon()
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else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
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if(coverlocked && !(stat & MAINT))
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user << "\red The cover is locked and cannot be opened."
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return
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else
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if(coverlocked)
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user << "The cover is locked and cannot be opened."
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else
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opened = 1
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updateicon()
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opened = 1
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updateicon()
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else if (istype(W, /obj/item/weapon/cell) && opened) // trying to put a cell inside
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if(cell)
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user << "There is a power cell already installed."
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return
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else
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if (stat & MAINT)
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user << "\red There is no any connector for your power cell."
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@@ -255,9 +280,11 @@
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else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
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if(opened)
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if (cell)
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user << "\red Close the APC first" //Less hints more mistery!
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user << "\red Close the APC first." //Less hints more mystery!
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return
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else if (!has_electronics || !terminal)
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user << "\red There is nothing to secure."
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return
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else
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if (has_electronics==1)
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has_electronics = 2
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@@ -270,7 +297,6 @@
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "You unfasten the electronics."
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updateicon()
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else if(emagged || malfhack)
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user << "The interface is broken"
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else
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@@ -280,7 +306,7 @@
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
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if(emagged || malfhack)
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user << "The interface is broken"
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user << "The interface is broken."
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else if(opened)
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user << "You must close the cover to swipe an ID card."
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else if(wiresexposed)
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@@ -303,37 +329,35 @@
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user << "Nothing happens."
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else
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flick("apc-spark", src)
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sleep(6)
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if(prob(50))
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emagged = 1
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locked = 0
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user << "You emag the APC interface."
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updateicon()
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else
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user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
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if (do_after(user,6))
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if(prob(50))
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emagged = 1
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locked = 0
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user << "You emag the APC interface."
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updateicon()
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else
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user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
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else if (istype(W, /obj/item/weapon/cable_coil) && !terminal && opened && has_electronics!=2)
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if (src.loc:intact)
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user << "\red You must remove the plating first."
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return
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount >= 10)
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user << "You start adding cables to the APC frame..."
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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var/turf/T = get_turf_loc(src)
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var/obj/cable/N = T.get_cable_node()
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if (N.electrocute(usr, 50, N.netnum))
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return
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C.amount -= 10
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if(!C.amount) del(C)
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user.visible_message(\
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"\red [user.name] has added cables to the APC frame!",\
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"You add cables to the APC frame.")
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make_terminal()
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terminal.connect_to_network()
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else
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if(C.amount < 10)
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user << "\red You need more wires."
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return
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user << "You start adding cables to the APC frame..."
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20) && C.amount >= 10)
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var/turf/T = get_turf_loc(src)
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var/obj/cable/N = T.get_cable_node()
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if (N && N.electrocute(usr, 50, N.netnum))
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return
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C.use(10)
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user.visible_message(\
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"\red [user.name] has added cables to the APC frame!",\
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"You add cables to the APC frame.")
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make_terminal()
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terminal.connect_to_network()
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else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
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if (src.loc:intact)
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user << "\red You must remove the plating first."
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@@ -343,16 +367,15 @@
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if(do_after(user, 50))
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if (terminal.electrocute(usr, 50, terminal.netnum))
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return
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var/obj/item/weapon/cable_coil/C = new /obj/item/weapon/cable_coil(loc)
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C.amount = 10
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new /obj/item/weapon/cable_coil(loc,10)
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user.visible_message(\
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"\red [user.name] cut cables and dismantled the power terminal.",\
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"You cut cables and dismantle the power terminal.")
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del(terminal)
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else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0)
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else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
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user << "You trying to insert the power control board into the frame..."
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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if(do_after(user, 10))
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has_electronics = 1
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user << "You place the power control board inside the frame."
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del(W)
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@@ -361,11 +384,11 @@
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user << "\blue You need more welding fuel to complete this task."
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return
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user << "You start welding APC frame..."
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W:use_fuel(3)
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W:use_fuel(2)
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W:eyecheck(user)
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playsound(src.loc, 'Welder.ogg', 50, 1)
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if(do_after(user, 50))
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if (emagged || malfhack)
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if (emagged || malfhack || (stat & BROKEN) || opened==2)
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new /obj/item/weapon/sheet/metal(loc)
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user.visible_message(\
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"\red [src] has been cut apart by [user.name] with the weldingtool.",\
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@@ -378,18 +401,52 @@
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"You cut APC frame from the wall.",\
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"\red You hear welding.")
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del(src)
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/obj/machinery/power/apc/attack_ai(mob/user)
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return src.attack_hand(user)
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else if (istype(W, /obj/item/apc_frame) && opened && emagged)
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emagged = 0
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if (opened==2)
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opened = 1
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user.visible_message(\
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"\red [user.name] has replace the damaged APC frontal panel with new one.",\
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"You replace the damaged APC frontal panel with new one.")
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del(W)
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updateicon()
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else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
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if (has_electronics)
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user << "You cannot repair this heavy damaged APC until broken electronics still inside."
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return
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user << "You begin to replace the damaged APC frame..."
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if(do_after(user, 50))
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user.visible_message(\
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"\red [user.name] has replace the damaged APC frame with new one.",\
|
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"You replace the damaged APC frame with new one.")
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del(W)
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stat &= ~BROKEN
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malfai = null
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malfhack = 0
|
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if (opened==2)
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opened = 1
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updateicon()
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else
|
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if ( ((stat & BROKEN) || malfhack) \
|
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&& !opened \
|
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&& W.force >= 5 \
|
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&& W.w_class >= 3.0 \
|
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&& !istype(W, /obj/item/weapon/gun) \
|
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&& prob(10) )
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opened = 2
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user.visible_message("\red The APC cover was knocked down with the [W.name] by [user.name]!", \
|
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"\red You knock down the APC cover with your [W.name]!", \
|
||||
"You hear bang")
|
||||
updateicon()
|
||||
else
|
||||
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
|
||||
"\red You hit the [src.name] with your [W.name]!", \
|
||||
"You hear bang")
|
||||
|
||||
// attack with hand - remove cell (if cover open) or interact with the APC
|
||||
|
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/obj/machinery/power/apc/attack_hand(mob/user)
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
if(stat & (BROKEN|MAINT)) return
|
||||
if(opened && (!istype(user, /mob/living/silicon)))
|
||||
if(cell)
|
||||
cell.loc = usr
|
||||
@@ -409,6 +466,7 @@
|
||||
src.updateicon()
|
||||
|
||||
else
|
||||
if(stat & (BROKEN|MAINT)) return
|
||||
// do APC interaction
|
||||
src.interact(user)
|
||||
|
||||
@@ -454,7 +512,7 @@
|
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onclose(user, "apcwires")
|
||||
|
||||
user.machine = src
|
||||
var/t = "<TT><B>Area Power Controller</B> ([area.name])<HR>"
|
||||
var/t = "<html><head><title>[area.name] APC</title></head><body><TT><B>Area Power Controller</B> ([area.name])<HR>"
|
||||
|
||||
if(locked && (!istype(user, /mob/living/silicon)))
|
||||
t += "<I>(Swipe ID card to unlock inteface.)</I><BR>"
|
||||
@@ -551,7 +609,7 @@
|
||||
|
||||
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
|
||||
t += "</TT>"
|
||||
t += "</TT></body></html>"
|
||||
user << browse(t, "window=apc")
|
||||
onclose(user, "apc")
|
||||
return
|
||||
@@ -825,6 +883,7 @@
|
||||
if (src.cell)
|
||||
if (src.cell.charge > 0)
|
||||
src.cell.charge = 0
|
||||
cell.corrupt()
|
||||
src.malfhack = 1
|
||||
malfai << "Hack complete. The APC is now under your exclusive control. Discharging cell to fuse interface."
|
||||
updateicon()
|
||||
@@ -843,9 +902,9 @@
|
||||
else
|
||||
malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to lack of cell do discharge."
|
||||
|
||||
return
|
||||
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
else
|
||||
usr << browse(null, "window=apc")
|
||||
@@ -972,9 +1031,13 @@
|
||||
if(chargemode && charging == 1 && operating)
|
||||
if(excess > 0) // check to make sure we have enough to charge
|
||||
// Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest)
|
||||
var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
|
||||
/* var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
|
||||
add_load(ch) // Removes the power we're taking from the grid
|
||||
cell.give(ch) // actually recharge the cell
|
||||
*/
|
||||
var/ch = min(perapc*CELLRATE, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
|
||||
add_load(ch/CELLRATE) // Removes the power we're taking from the grid
|
||||
cell.give(ch) // actually recharge the cell
|
||||
|
||||
else
|
||||
charging = 0 // stop charging
|
||||
@@ -1016,7 +1079,8 @@
|
||||
updateicon()
|
||||
update()
|
||||
|
||||
src.updateDialog()
|
||||
//src.updateDialog()
|
||||
src.updateUsrDialog()
|
||||
|
||||
// val 0=off, 1=off(auto) 2=on 3=on(auto)
|
||||
// on 0=off, 1=on, 2=autooff
|
||||
@@ -1051,26 +1115,32 @@
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
//set_broken() //now Del() do what we need
|
||||
if (cell)
|
||||
cell.ex_act(1.0) // more lags woohoo
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
set_broken()
|
||||
if (cell && prob(50))
|
||||
cell.ex_act(2.0)
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
set_broken()
|
||||
if (cell && prob(25))
|
||||
cell.ex_act(3.0)
|
||||
return
|
||||
|
||||
/obj/machinery/power/apc/blob_act()
|
||||
if (prob(75))
|
||||
set_broken()
|
||||
if (cell && prob(5))
|
||||
cell.blob_act()
|
||||
|
||||
/obj/machinery/power/apc/proc/set_broken()
|
||||
stat |= BROKEN
|
||||
icon_state = "apc-b"
|
||||
overlays = null
|
||||
|
||||
operating = 0
|
||||
updateicon()
|
||||
update()
|
||||
|
||||
// overload all the lights in this APC area
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
|
||||
/obj/item/weapon/cell/examine()
|
||||
set src in view(1)
|
||||
if(usr && !usr.stat)
|
||||
if(usr /*&& !usr.stat*/)
|
||||
if(maxcharge <= 2500)
|
||||
usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
|
||||
else
|
||||
@@ -80,8 +80,54 @@
|
||||
|
||||
/obj/item/weapon/cell/proc/explode()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
|
||||
explosion(T, 0, 1, 2, 2) //TODO: involve charge
|
||||
/*
|
||||
* 1000-cell explosion(T, -1, 0, 1, 1)
|
||||
* 2500-cell explosion(T, -1, 0, 1, 1)
|
||||
* 10000-cell explosion(T, -1, 1, 3, 3)
|
||||
* 15000-cell explosion(T, -1, 2, 4, 4)
|
||||
* */
|
||||
if (charge==0)
|
||||
return
|
||||
var/devastation_range = -1 //round(charge/11000)
|
||||
var/heavy_impact_range = round(sqrt(charge)/60)
|
||||
var/light_impact_range = round(sqrt(charge)/30)
|
||||
var/flash_range = light_impact_range
|
||||
if (light_impact_range==0)
|
||||
rigged = 0
|
||||
corrupt()
|
||||
return
|
||||
//explosion(T, 0, 1, 2, 2)
|
||||
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
|
||||
|
||||
spawn(1)
|
||||
del(src)
|
||||
del(src)
|
||||
|
||||
/obj/item/weapon/cell/proc/corrupt()
|
||||
charge /= 2
|
||||
maxcharge /= 2
|
||||
if (prob(10))
|
||||
rigged = 1 //broken batterys are dangerous
|
||||
|
||||
/obj/item/weapon/cell/ex_act(severity)
|
||||
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if (prob(50))
|
||||
corrupt()
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
del(src)
|
||||
return
|
||||
if (prob(25))
|
||||
corrupt()
|
||||
return
|
||||
|
||||
/obj/item/weapon/cell/blob_act()
|
||||
if(prob(75))
|
||||
explode()
|
||||
|
||||
@@ -359,7 +359,7 @@
|
||||
/obj/machinery/power/proc/connect_to_network()
|
||||
var/turf/T = src.loc
|
||||
var/obj/cable/C = T.get_cable_node()
|
||||
if (!C.netnum)
|
||||
if (!C || !C.netnum)
|
||||
return
|
||||
makepowernets() //TODO: find fast way
|
||||
|
||||
|
||||
Reference in New Issue
Block a user