Bugfixes:

Projectiles now last 50 ticks then dissipate. 
- This is to prevent people from firing these into space causing large amounts of projectiles to be processed needlessly.

Re-coded the cremator's cremate(), it should not lock up any more.

Removed a duplicate attackby() in pill bottles. They should now be able to pick up all pills on a tile properly.
- Fixes Issue 490
- Thanks to Zelacks for pointing this out.

Handcuffed mobs who are being dragged by another player can now move when the puller is stunned or paralysed.

Ashes are now decal/cleanable and can be mopped up by janitors

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4103 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-07-18 04:53:18 +00:00
parent 14aec630f4
commit 8063f6dd06
9 changed files with 46 additions and 55 deletions

View File

@@ -38,6 +38,7 @@
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
var/stun = 0
var/weaken = 0
@@ -127,6 +128,9 @@
process()
if(kill_count < 1)
del(src)
kill_count--
spawn while(src)
if((!( current ) || loc == current))
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)