mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 08:03:43 +01:00
-Made firesuits effective again by changing the proc which damages the humans due to the flames to fire_act(). The flames themselves will hurt people, who are directly on top of it, but if they're wearing a firesuit the damage is much less.
-Added some procs for getting IDs and getting access. Helps clean it up so we don't have "istype(A, IDCARD) OR istype(A, PDA)" everywhere. -Made wallets equip able in the ID slot and be able to be used as an ID. -Added a PACMAN generator in Engineering to jump start the Singularity if they run out of power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5450 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -393,10 +393,9 @@
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item.throw_at(target, item.throw_range, item.throw_speed)
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/mob/living/carbon/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > CARBON_LIFEFORM_FIRE_RESISTANCE)
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adjustFireLoss(CARBON_LIFEFORM_FIRE_DAMAGE)
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/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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bodytemperature = max(bodytemperature, BODYTEMP_HEAT_DAMAGE_LIMIT+10)
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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@@ -270,11 +270,8 @@
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var/criminal = "None"
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if(wear_id)
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if(istype(wear_id,/obj/item/weapon/card/id))
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perpname = wear_id:registered_name
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else if(istype(wear_id,/obj/item/device/pda))
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var/obj/item/device/pda/tempPda = wear_id
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perpname = tempPda.owner
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var/obj/item/weapon/card/id/I = wear_id.GetID()
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perpname = I.registered_name
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else
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perpname = name
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@@ -495,15 +495,26 @@
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if(istype(usr, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
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/* // Uncomment if you want sechuds to need security access
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var/allowed_access = 0
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if(H.wear_id)
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var/list/access = H.wear_id.GetAccess()
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if(access_security in access)
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allowed_access = 1
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return
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if(!allowed_access)
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H << "<span class='warning'>ERROR: Invalid Access</span>"
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return
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*/
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var/perpname = "wot"
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var/modified = 0
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if(wear_id)
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if(istype(wear_id,/obj/item/weapon/card/id))
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perpname = wear_id:registered_name
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else if(istype(wear_id,/obj/item/device/pda))
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var/obj/item/device/pda/tempPda = wear_id
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perpname = tempPda.owner
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var/obj/item/weapon/card/id/I = wear_id.GetID()
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perpname = I.registered_name
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else
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perpname = src.name
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@@ -35,7 +35,7 @@
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var/obj/item/glasses = null
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var/obj/item/head = null
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var/obj/item/ears = null
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var/obj/item/weapon/card/id/wear_id = null
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var/obj/item/wear_id = null
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var/obj/item/r_store = null
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var/obj/item/l_store = null
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var/obj/item/s_store = null
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@@ -1105,15 +1105,10 @@
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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else if(istype(glasses, /obj/item/clothing/glasses/hud))
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var/obj/item/clothing/glasses/hud/health/O = glasses
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if(istype(O, /obj/item/clothing/glasses/hud/health))
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O.process_hud(src)
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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else if(istype(O, /obj/item/clothing/glasses/hud/security))
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O.process_hud(src)
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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var/obj/item/clothing/glasses/hud/O = glasses
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O.process_hud(src)
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if(!druggy)
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see_invisible = SEE_INVISIBLE_LIVING
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else
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see_invisible = SEE_INVISIBLE_LIVING
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else
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