Choking will no longer cause almost instant knockout.

The item strip window will no longer steal focus and refresh every second.

PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest

Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-01 05:55:02 +00:00
parent 2224916ab9
commit dd645687de
17 changed files with 4922 additions and 4882 deletions
View File
@@ -1353,13 +1353,13 @@
NinjaStealthMalf()
else
invisibility = 0
for (var/mob/M in viewers(1, src))
/*
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
if ((M.client && M.machine == src))
spawn (0)
show_inv(M)
return
*/
last_b_state = stat
/mob/living/carbon/human/hand_p(mob/M as mob)
@@ -2770,6 +2770,7 @@ It can still be worn/put on as normal.
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[src];item=h_store'>Empty Hat</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[name];size=340x480"))
@@ -2994,10 +2995,15 @@ It can still be worn/put on as normal.
/mob/living/carbon/human/Topic(href, href_list)
if (href_list["refresh"])
if((machine)&&(in_range(src, usr)))
show_inv(machine)
if (href_list["mach_close"])
var/t1 = text("window=[]", href_list["mach_close"])
machine = null
src << browse(null, t1)
if ((href_list["item"] && !( usr.stat ) && usr.canmove && !( usr.restrained() ) && in_range(src, usr) && ticker)) //if game hasn't started, can't make an equip_e
var/obj/equip_e/human/O = new /obj/equip_e/human( )
O.source = usr
+3 -5
View File
@@ -412,8 +412,8 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
O.show_message(text("\red [] has temporarily tightened his grip on []!", assailant, affecting), 1)
//Foreach goto(97)
assailant.next_move = world.time + 10
affecting.stunned = max(2, affecting.stunned)
affecting.paralysis = max(1, affecting.paralysis)
//affecting.stunned = max(2, affecting.stunned)
//affecting.paralysis = max(1, affecting.paralysis)
affecting.losebreath = min(affecting.losebreath + 1, 3)
last_suffocate = world.time
flick("disarm/killf", S)
@@ -449,7 +449,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
assailant << "\blue You can't strangle [affecting] through all that fat!"
return
/*
/*Hrm might want to add this back in
//we should be able to strangle the Captain if he is wearing a hat
for(var/obj/item/clothing/C in list(H.head, H.wear_suit, H.wear_mask, H.w_uniform))
if(C.body_parts_covered & HEAD)
@@ -480,8 +480,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>")
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
assailant.next_move = world.time + 10
affecting.stunned = max(2, affecting.stunned)
affecting.paralysis = max(1, affecting.paralysis)
affecting.losebreath += 1
hud1.icon_state = "disarm/kill1"
else