Readded detective work, with much bugfixing and optimizations.

Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
joeheinemeyer@gmail.com
2012-06-01 20:32:26 +00:00
parent c90048c7aa
commit e0d605c2eb
24 changed files with 918 additions and 758 deletions
@@ -145,8 +145,12 @@ emp_act
else if(H.w_uniform) H.w_uniform.add_blood(src)
if (H.gloves)
H.gloves.add_blood(H)
H.gloves:transfer_blood = 2
H.gloves:bloody_hands_mob = H
else
H.add_blood(H)
H.bloody_hands = 2
H.bloody_hands_mob = H
switch(hit_area)
if("head")//Harder to score a stun but if you do it lasts a bit longer
+11
View File
@@ -269,3 +269,14 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
return 0
/mob/proc/put_in_hands(var/obj/item/I) //A suprisingly useful proc. Allows a simple way to place an object in a mob's hands, or, if they are full, on the ground below them.
if(!r_hand)
I.loc = src
r_hand = I
I.layer = 20
else if(!l_hand)
I.loc = src
l_hand = I
I.layer = 20
else
I.loc = get_turf(src)