ok this is going to be a pain in the ass ain't it (#2458)
lets hope nothing blows up this time (Flags PR but it works!)
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@@ -4,7 +4,7 @@
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var/ready = 0
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var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
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flags = NONE
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flags_1 = NONE
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invisibility = INVISIBILITY_ABSTRACT
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@@ -109,7 +109,7 @@
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if(href_list["ready"])
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var/tready = text2num(href_list["ready"])
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//Avoid updating ready if we're after PREGAME (they should use latejoin instead)
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//This is likely not an actual issue but I don't have time to prove that this
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//This is likely not an actual issue but I don't have time to prove that this
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//no longer is required
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if(SSticker.current_state <= GAME_STATE_PREGAME)
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ready = tready
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@@ -132,13 +132,13 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
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/mob/dead/observer/narsie_act()
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var/old_color = color
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color = "#960000"
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animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
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animate(src, color = old_color, time = 10, flags_1 = ANIMATION_PARALLEL)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
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/mob/dead/observer/ratvar_act()
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var/old_color = color
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color = "#FAE48C"
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animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
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animate(src, color = old_color, time = 10, flags_1 = ANIMATION_PARALLEL)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
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/mob/dead/observer/Destroy()
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