From a45bf57247f778522f655bfdf13131ddfa257360 Mon Sep 17 00:00:00 2001 From: Krausus Date: Thu, 14 May 2015 07:05:20 -0400 Subject: [PATCH] Fixes syndieborg op-pinpointer runtime This thing still doesn't actually do any distance checks to find out who the "nearest operative" is, but I'm just here for the runtime. Also, I fixed the thing spawning never-ending threads, because whyyyy --- code/game/gamemodes/nuclear/pinpointer.dm | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 8d3a4fe1c17..fd37ab28159 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -366,12 +366,15 @@ for(var/mob/living/carbon/M in mob_list) if(M.mind in ticker.mode.syndicates) nearest_op = M + active = 0 + icon_state = "pinoff" /obj/item/weapon/pinpointer/operative/proc/workop() scan_for_ops() point_at(nearest_op, 0) - spawn(5) - .() + if(active && nearest_op) + spawn(5) + .() /obj/item/weapon/pinpointer/operative/examine(mob/user) ..()