Setting people's criminal status via SecHUDs now require the user to be alive, and to actually be wearing the HUD.

Set the solar control computers to 'off' by default since you have to set them off then back on again to get them working properly anyway.

Fixed a typo in glass/attackby() causing lit-glass tiles to not be created. Fixes issue 593

Moved certain procs in human/life.dm() into an if(stat != DEAD). This means that certain procs will update only if the mob is alive.
Affected procs:
- handle_virus_updates()
- handle_changeling()
- handle_mutations_and_radiation()
- handle_chemicals_in_body()
- handle_disabilities()
- handle_random_events() 
- update_canmove() 
- - If dead, it forces mob.canmove to 0, meaning you don't get to be the walking dead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3925 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-06-27 06:16:31 +00:00
parent 0b1524d3b6
commit da5bfd3b0f
7 changed files with 44 additions and 37 deletions
+1 -1
View File
@@ -20,7 +20,7 @@ SHARDS
CC.use(5)
src.use(1)
user << "\blue You attach wire to the [name]."
new/obj/item/stack/light_w(user.loc)
new /obj/item/stack/light_w(user.loc)
if(CC.amount <= 0)
user.u_equip(CC)
del(CC)