-Added more info for admin messages in these areas:

Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.

-NarSie won't follow mobs in another Z level.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-09-18 09:49:51 +00:00
parent 84308d4042
commit 0fbfa48217
6 changed files with 88 additions and 25 deletions

View File

@@ -1217,6 +1217,25 @@ var/global/floorIsLava = 0
sleep(2)
C.jumptomob(M)
if (href_list["adminplayerobservecoodjump"])
var/x = text2num(href_list["X"])
var/y = text2num(href_list["Y"])
var/z = text2num(href_list["Z"])
if(src && src.owner)
var/client/C
if(istype(src.owner,/client))
C = src.owner
else if(ismob(src.owner))
var/mob/MO = src.owner
C = MO.client
if(C)
if(state == 1)
C.admin_ghost()
sleep(2)
C.jumptocoord(x, y, z)
if (href_list["adminchecklaws"])
if(src && src.owner)
output_ai_laws()
@@ -2110,16 +2129,17 @@ var/global/floorIsLava = 0
spawn(0)
for(var/i = i, i < length, i++) // 180 = 3 minutes
for(var/mob/living/carbon/L in living_mob_list)
if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
var/turf/simulated/floor/F = L.loc
var/safe = 0
for(var/obj/structure/O in F.contents)
if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
safe = 1
break
if(!safe)
L.adjustFireLoss(damage)
if(damage)
for(var/mob/living/carbon/L in living_mob_list)
if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
var/turf/simulated/floor/F = L.loc
var/safe = 0
for(var/obj/structure/O in F.contents)
if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
safe = 1
break
if(!safe)
L.adjustFireLoss(damage)
sleep(10)