Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into crewobjectivesandmiscreants
This commit is contained in:
@@ -79,9 +79,12 @@
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if(SSticker.current_state == GAME_STATE_PREGAME)
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var/time_remaining = SSticker.GetTimeLeft()
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if(time_remaining >= 0)
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time_remaining /= 10
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stat("Time To Start:", (time_remaining >= 0) ? "[round(time_remaining)]s" : "DELAYED")
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if(time_remaining > 0)
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stat("Time To Start:", "[round(time_remaining/10)]s")
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else if(time_remaining == -10)
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stat("Time To Start:", "DELAYED")
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else
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stat("Time To Start:", "SOON")
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stat("Players:", "[SSticker.totalPlayers]")
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if(client.holder)
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@@ -273,7 +276,7 @@
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observer.started_as_observer = TRUE
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close_spawn_windows()
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var/obj/O = locate("landmark*Observer-Start")
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var/obj/effect/landmark/observer_start/O = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
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to_chat(src, "<span class='notice'>Now teleporting.</span>")
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if (O)
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observer.loc = O.loc
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+514
-492
File diff suppressed because it is too large
Load Diff
@@ -357,28 +357,6 @@
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var/build_step = 0
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var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
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/obj/item/clothing/head/helmet/attackby(obj/item/device/assembly/signaler/S, mob/user, params)
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..()
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if(!issignaler(S))
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..()
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return
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if(type != /obj/item/clothing/head/helmet/sec) //Eh, but we don't want people making secbots out of space helmets.
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return
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if(F) //Has a flashlight. Player must remove it, else it will be lost forever.
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to_chat(user, "<span class='warning'>The mounted flashlight is in the way, remove it first!</span>")
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return
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if(S.secured)
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qdel(S)
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var/obj/item/secbot_assembly/A = new /obj/item/secbot_assembly
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user.put_in_hands(A)
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to_chat(user, "<span class='notice'>You add the signaler to the helmet.</span>")
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qdel(src)
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else
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return
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/obj/item/secbot_assembly/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/weldingtool))
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@@ -275,7 +275,7 @@
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if(O.anchored)
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continue
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if(isitem(O) || isstructure(O) || istype(O, /obj/machinery))
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if(isitem(O) || isstructure(O) || ismachinery(O))
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cocoon_target = O
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busy = MOVING_TO_TARGET
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stop_automated_movement = 1
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@@ -144,7 +144,7 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
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icon_living = icon_state
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copy_overlays(O)
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add_overlay(googly_eyes)
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if(isstructure(O) || istype(O, /obj/machinery))
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if(isstructure(O) || ismachinery(O))
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health = (anchored * 50) + 50
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destroy_objects = 1
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if(O.density && O.anchored)
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@@ -101,13 +101,6 @@
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init_belly()
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verbs |= /mob/living/proc/animal_nom
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/mob/living/simple_animal/Login()
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if(src && src.client)
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src.client.screen = list()
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client.screen += client.void
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..()
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/mob/living/simple_animal/updatehealth()
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..()
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health = Clamp(health, 0, maxHealth)
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@@ -743,10 +743,6 @@
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mob_spell_list -= S
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qdel(S)
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//override to avoid rotating pixel_xy on mobs
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/mob/shuttleRotate(rotation)
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setDir(angle2dir(rotation+dir2angle(dir)))
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//You can buckle on mobs if you're next to them since most are dense
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/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(M.buckled)
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