Added some (admin-visible only) debug code to the decoy AI to figure out why it's not working on the live server, while it works fine on my test server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@108 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
n3ophyt3@gmail.com
2010-09-18 02:21:04 +00:00
parent 1bcb5f95c9
commit ba9581fd04
+3
View File
@@ -140,9 +140,12 @@
spawn(50)
world << sound('newAI.ogg')
log_admin("DEBUG TIME: Approaching the part of the code where a decoy AI gets spawned if the mode is Malf.")
if (ticker.mode.name == "AI malfunction")
log_admin("DEBUG TIME: Game ticker says the mode is malfunction, proceeding with locating spawn point for decoy.")
for (var/obj/landmark/start/A in world)
if (A.name == "AI")
log_admin("DEBUG TIME: Found the spawn point, spawning a decoy AI.")
var/mob/living/silicon/decoy/D = new /mob/living/silicon/decoy(A.loc)
D.name = O.name
del(src)