fix
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@@ -43,6 +43,7 @@
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if(!is_puddle)
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if(CHECK_MOBILITY(H, MOBILITY_USE)) //if we can use items, we can turn into a puddle
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is_puddle = TRUE //so we know which transformation to use when its used
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ADD_TRIAT(H, TRAIT_HUMAN_NO_RENDER, SLIMEPUDDLE_TRAIT)
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owner.cut_overlays() //we dont show our normal sprite, we show a puddle sprite
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var/obj/effect/puddle_effect = new puddle_into_effect(get_turf(owner), owner.dir)
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puddle_effect.color = mutcolor
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@@ -99,6 +100,7 @@
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REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_HUMAN_NO_RENDER, SLIME_PUDDLE_TRAIT)
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H.update_disabled_bodyparts(silent = TRUE)
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H.remove_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
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H.layer += 1 //go one layer back above!
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@@ -106,6 +108,5 @@
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is_puddle = FALSE
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if(squeak)
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squeak.RemoveComponent()
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owner.regenerate_icons()
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transforming = FALSE
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UpdateButtonIcon()
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