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Runtime fix: getFlatIcon() - Will no longer runtime should overlays contain any nulls. (Interesting note: I was intending to fix this to try speed up update_icons() even more but it turns out BYOND really dislikes overlays += null. the optimisation took twice as long o.O)
Removed unused caching code from getFlatIcon(). We handle our own caching using datacore.dm Runtime fix: datacore wasn't checking the type of object in the wear_id inventory slot. I've removed that so it now uses mind.assigned_role instead. The following runtime has occured 1 time(s). runtime error: undefined variable /obj/item/device/pda/warden/var/assignment proc name: manifest (/obj/effect/datacore/proc/manifest) source file: datacore.dm,14 usr: null src: the datacore (/obj/effect/datacore) Runtime fix: staff-of-change projectiles were runtiminng when transforming somebody with implants. Cause: forgot a "continue" >.< The following runtime has occured 4 time(s). runtime error: Cannot modify null.layer. proc name: wabbajack (/obj/item/projectile/change/proc/wabbajack) source file: change.dm,37 usr: 0 src: the bolt of change (/obj/item/projectile/change) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4412 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -23,14 +23,12 @@
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/obj/effect/datacore/proc/manifest_inject(var/mob/living/carbon/human/H)
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if(H.mind && (H.mind.assigned_role != "MODE"))
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var/assignment
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if(istype(H.wear_id))
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var/obj/item/weapon/card/id/Card = H.wear_id
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assignment = Card.assignment
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if(H.mind.assigned_role)
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assignment = H.mind.assigned_role
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else if(H.job)
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assignment = H.job
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else
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if(H.job)
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assignment = H.job
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else
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assignment = "Unassigned"
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assignment = "Unassigned"
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var/id = add_zero(num2hex(rand(1, 1.6777215E7)), 6) //this was the best they could come up with? A large random number? *sigh*
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