mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 22:47:59 +01:00
Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human) call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process() runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...") Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield-able stuff is now in twohanded.dm Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW. All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy. Fixed some bad code with poddoors (which is used for the shutters in QM) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -203,17 +203,3 @@
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\red <B>The mousetrap is triggered by [A].</B>"), 1)
|
||||
src.triggered(null)
|
||||
|
||||
/obj/item/weapon/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
|
||||
..()
|
||||
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
|
||||
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
|
||||
var/obj/structure/window/W = A
|
||||
|
||||
new /obj/item/weapon/shard( W.loc )
|
||||
if(W.reinf) new /obj/item/stack/rods( W.loc)
|
||||
|
||||
if (W.dir == SOUTHWEST)
|
||||
new /obj/item/weapon/shard( W.loc )
|
||||
if(W.reinf) new /obj/item/stack/rods( W.loc)
|
||||
del(A)
|
||||
Reference in New Issue
Block a user