More bugfixes!

-Fixes an issue with protolathes being able to be loaded forever
-Adds 3 pairs of Mesons to the EngiVend to compensate for all the missing engineering lockers
-Changed the spawn order for lasertag closets (So you can actually click the different items)
-Makes lasertag turrets and ED-209's much more efficient, prevents them from shooting at downed people, they don't target 'criminals', they cannot be used by the opposing team, most options are auto-magically set on creation and the buttons to change them are disabled (Everything but the on/off and the patrol for ED's, for now), and when emagged, they fire 'omnitag' bolts (Stuns everyone with a vest)
-Gave blue lasertag bolts their own sprite to match the style of the red tags
-Nerfed the amount of radiation from the radium and uranium reagents

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3866 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-06-19 02:00:02 +00:00
parent 7ad20bf579
commit e8851bddf9
8 changed files with 333 additions and 180 deletions

View File

@@ -46,7 +46,7 @@
/obj/item/projectile/bluetag
name = "lasertag beam"
icon_state = "ice_2"
icon_state = "bluelaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
@@ -72,4 +72,19 @@
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
/obj/item/projectile/omnitag//A laser tag bolt that stuns EVERYONE
name = "lasertag beam"
icon_state = "omnilaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
M.Weaken(5)
return 1