Sec levels + dodgeball work

This commit is contained in:
ZomgPonies
2013-11-26 07:35:50 -05:00
parent 311adbd374
commit d7e91ed2ee
5 changed files with 23 additions and 21 deletions
+3 -3
View File
@@ -67,14 +67,14 @@
/obj/item/weapon/beach_ball/dodgeball/throw_impact(atom/hit_atom)
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
if(dir&get_dir(src,M))
if(!dir&get_dir(src,M))
if(M.in_throw_mode && !M.get_active_hand()) //empty active hand and we're in throw mode
if(M.canmove && !M.restrained())
M.hitby(src)
else
playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
visible_message("\red [M] HAS BEEN ELIMINATED!!", 3)
spawn(0)
/* spawn(0)
var/mobloc = get_turf(M.loc)
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
@@ -84,4 +84,4 @@
animation.icon_state = "liquify"
animation.layer = 5
// animation.master = holder
del(M)
del(M)*/
@@ -1,17 +1,17 @@
/mob/living/carbon/hitby(atom/movable/AM, skip)
if(!skip) //ugly, but easy
message_admins("Skip Check Passed")
if(in_throw_mode && !get_active_hand()) //empty active hand and we're in throw mode
message_admins("In Throw Mode and active hand check passed")
if(canmove && !restrained())
message_admins("Restrained/moving check passed")
if(istype(AM, /obj/item))
message_admins("Item check passed")
var/obj/item/I = AM
if(isturf(I.loc))
message_admins("Turf check passed")
put_in_active_hand(I)
visible_message("<span class='warning'>[src] catches [I]!</span>")
throw_mode_off()
return
/mob/living/carbon/hitby(atom/movable/AM)
// if(!skip) //ugly, but easy
// message_admins("Skip Check Passed")
if(in_throw_mode && !get_active_hand()) //empty active hand and we're in throw mode
message_admins("In Throw Mode and active hand check passed")
if(canmove && !restrained())
message_admins("Restrained/moving check passed")
if(istype(AM, /obj/item))
message_admins("Item check passed")
var/obj/item/I = AM
if(isturf(I.loc))
message_admins("Turf check passed")
put_in_active_hand(I)
visible_message("<span class='warning'>[src] catches [I]!</span>")
throw_mode_off()
return
..()
@@ -152,7 +152,7 @@
return
var/list/modules = list("Standard", "Engineering", "Medical", "Miner", "Janitor", "Service", "Security")
if(security_level == SEC_LEVEL_RED)
if(security_level >= SEC_LEVEL_RED)
src << "\red Crisis mode active. Combat module available."
modules+="Combat"
if(mmi != null && mmi.alien)
@@ -2,7 +2,9 @@
//0 = code green
//1 = code blue
//2 = code red
//3 = code delta
//3 = gamma
//4 = epsilon
//5 = code delta
//config.alert_desc_blue_downto