Merge pull request #2470 from Verkister/wrecc

Dogborg wreck and rest icons now work properly!
This commit is contained in:
Spades
2017-11-15 11:01:21 -05:00
committed by GitHub
6 changed files with 25 additions and 11 deletions
@@ -284,6 +284,9 @@
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.clean_blood()
if(istype(target, /turf/simulated))
var/turf/simulated/T = target
T.dirt = 0
return
/obj/item/weapon/gun/energy/taser/mounted/cyborg/ertgun //Not a taser, but it's being used as a base so it takes energy and actually works.
@@ -85,6 +85,7 @@
update_patient()
/obj/item/device/dogborg/sleeper/proc/drain(var/amt = 3) //Slightly reduced cost (before, it was always injecting inaprov)
hound = src.loc
hound.cell.charge = hound.cell.charge - amt
/obj/item/device/dogborg/sleeper/attack_self(mob/user)
@@ -252,7 +253,7 @@
//For if the dogborg's existing patient uh, doesn't make it.
/obj/item/device/dogborg/sleeper/proc/update_patient()
hound = src.loc
//Well, we HAD one, what happened to them?
if(patient in contents)
if(patient_laststat != patient.stat)
@@ -79,8 +79,8 @@
Paralyse(3)
src.sleeping--
if(src.resting)
Weaken(5)
//if(src.resting) // VOREStation edit. Our borgos would rather not.
// Weaken(5)
if(health < config.health_threshold_dead && src.stat != 2) //die only once
death()
@@ -338,7 +338,7 @@
weaponlock_time = 120
/mob/living/silicon/robot/update_canmove()
if(paralysis || stunned || weakened || buckled || lockdown || !is_component_functioning("actuator")) canmove = 0
if(paralysis || stunned || weakened || buckled || lockdown || resting || !is_component_functioning("actuator")) canmove = 0 //VOREStation edit for resting.
else canmove = 1
return canmove
@@ -9,11 +9,21 @@
/mob/living/silicon/robot/updateicon()
..()
if(stat == CONSCIOUS)
if(sleeper_g == 1)
overlays += "[module_sprites[icontype]]-sleeper_g"
if(sleeper_r == 1)
overlays += "[module_sprites[icontype]]-sleeper_r"
if(icon == 'icons/mob/widerobot_vr.dmi' || 'icons/mob/62x62robot_vr.dmi')
if(stat == CONSCIOUS)
if(sleeper_g == 1)
overlays += "[module_sprites[icontype]]-sleeper_g"
if(sleeper_r == 1)
overlays += "[module_sprites[icontype]]-sleeper_r"
if(resting)
overlays.Cut() // Hide that gut for it has no ground sprite yo.
icon_state = "[module_sprites[icontype]]-rest"
else
icon_state = module_sprites[icontype]
else if(stat == DEAD)
icon_state = "[module_sprites[icontype]]-wreck"
/mob/living/silicon/robot/Move(a, b, flag)
@@ -46,6 +56,6 @@
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes(0)
cleaned_human.clean_blood(1)
cleaned_human << "<span class='warning'>[src] cleans your face!</span>"//Again travis what the fuck? You and your random unrelated bugs.
cleaned_human << "<span class='warning'>[src] cleans your face!</span>"
return
return
return
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