From 629022f7b0c6a3e2bfa34f9b7f05fcd6f9edb763 Mon Sep 17 00:00:00 2001 From: Chinsky Date: Thu, 23 May 2013 15:06:37 +0400 Subject: [PATCH 1/4] Fixes #2836 Winners do not use space drugs. Fixes LSD giving you an ability to escape death once. Whilst hilarious, this can be breaking things that depend on mob staying dead after calling death(). My guess is that at some point halloss was counted in UpdateHeath(), but it is not anymore, so people don't die from combination of halloss and other damages being over 200. --- code/modules/mob/living/carbon/human/death.dm | 3 --- 1 file changed, 3 deletions(-) diff --git a/code/modules/mob/living/carbon/human/death.dm b/code/modules/mob/living/carbon/human/death.dm index ec94da4075..65e44caefe 100644 --- a/code/modules/mob/living/carbon/human/death.dm +++ b/code/modules/mob/living/carbon/human/death.dm @@ -48,9 +48,6 @@ /mob/living/carbon/human/death(gibbed) - if(halloss > 0 && !gibbed) - halloss = 0 - return if(stat == DEAD) return if(healths) healths.icon_state = "health5" stat = DEAD From ef2c7af6a036ddc828da66a74428999028f3026c Mon Sep 17 00:00:00 2001 From: Kilakk Date: Thu, 23 May 2013 16:24:53 -0400 Subject: [PATCH 2/4] Telescopic baton message fix. Fixed first- and third- person extend/collapse messages for the telescopic baton, woo --- code/game/objects/items/weapons/swords_axes_etc.dm | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/code/game/objects/items/weapons/swords_axes_etc.dm b/code/game/objects/items/weapons/swords_axes_etc.dm index f8e24e1d85..24d622bff1 100644 --- a/code/game/objects/items/weapons/swords_axes_etc.dm +++ b/code/game/objects/items/weapons/swords_axes_etc.dm @@ -120,8 +120,8 @@ /obj/item/weapon/melee/telebaton/attack_self(mob/user as mob) on = !on if(on) - user.visible_message("\red You extend the baton.",\ - "\red With a flick of their wrist, [user] extends their telescopic baton.",\ + user.visible_message("\red With a flick of their wrist, [user] extends their telescopic baton.",\ + "\red You extend the baton.",\ "You hear an ominous click.") icon_state = "telebaton_1" item_state = "telebaton_1" @@ -129,8 +129,8 @@ force = 15//quite robust attack_verb = list("smacked", "struck", "slapped") else - user.visible_message("\blue You collapse the baton.",\ - "\blue [user] collapses their telescopic baton.",\ + user.visible_message("\blue [user] collapses their telescopic baton.",\ + "\blue You collapse the baton.",\ "You hear a click.") icon_state = "telebaton_0" item_state = "telebaton_0" From b78cb81a3850ace0bfb422bdcf6dd62366f2590c Mon Sep 17 00:00:00 2001 From: Chinsky Date: Sat, 25 May 2013 13:18:12 +0400 Subject: [PATCH 3/4] Fixes #2849 Applied Walter0o's fix to job controller changing whole job's access when single ID was modified. --- code/game/jobs/job/job.dm | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/code/game/jobs/job/job.dm b/code/game/jobs/job/job.dm index 50161ed7a7..682c80f174 100644 --- a/code/game/jobs/job/job.dm +++ b/code/game/jobs/job/job.dm @@ -4,8 +4,8 @@ var/title = "NOPE" //Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access - var/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population) - var/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!) + var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population) + var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!) //Bitflags for the job var/flag = 0 @@ -46,12 +46,12 @@ /datum/job/proc/get_access() if(!config) //Needed for robots. - return src.minimal_access + return src.minimal_access.Copy() if(config.jobs_have_minimal_access) - return src.minimal_access + return src.minimal_access.Copy() else - return src.access + return src.access.Copy() //If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1 /datum/job/proc/player_old_enough(client/C) From e197799c4690218e9766c1f100c9af2cd9fbfdd7 Mon Sep 17 00:00:00 2001 From: Chinsky Date: Sat, 25 May 2013 13:34:24 +0400 Subject: [PATCH 4/4] Fixes #2830 Applied Walter0o's fix to silicon namepicking locking up job spawn on roundstart. --- code/modules/mob/living/silicon/robot/robot.dm | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index 5415ba9900..0ac3e9eb05 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -210,14 +210,14 @@ /mob/living/silicon/robot/verb/Namepick() if(custom_name) return 0 + spawn(0) + var/newname + newname = input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text + if (newname != "") + custom_name = newname - var/newname - newname = input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text - if (newname != "") - custom_name = newname - - updatename("Default") - updateicon() + updatename("Default") + updateicon() /mob/living/silicon/robot/verb/cmd_robot_alerts() set category = "Robot Commands"