Merge branch 'master' into upstream-merge-31913
This commit is contained in:
@@ -305,15 +305,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
/mob/dead/observer/is_active()
|
||||
return 0
|
||||
|
||||
/mob/dead/observer/Stat()
|
||||
..()
|
||||
if(statpanel("Status"))
|
||||
if(SSticker.HasRoundStarted())
|
||||
if(istype(SSticker.mode, /datum/game_mode/blob))
|
||||
var/datum/game_mode/blob/B = SSticker.mode
|
||||
if(B.message_sent)
|
||||
stat(null, "Blobs to Blob Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
|
||||
|
||||
/mob/dead/observer/verb/reenter_corpse()
|
||||
set category = "Ghost"
|
||||
set name = "Re-enter Corpse"
|
||||
|
||||
@@ -196,7 +196,7 @@
|
||||
M.pass_flags &= ~PASSMOB
|
||||
|
||||
now_pushing = 0
|
||||
|
||||
|
||||
if(!move_failed)
|
||||
return 1
|
||||
|
||||
@@ -780,16 +780,6 @@
|
||||
/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
|
||||
return initial(pixel_y)
|
||||
|
||||
/mob/living/Stat()
|
||||
..()
|
||||
|
||||
if(statpanel("Status"))
|
||||
if(SSticker && SSticker.mode)
|
||||
if(istype(SSticker.mode, /datum/game_mode/blob))
|
||||
var/datum/game_mode/blob/B = SSticker.mode
|
||||
if(B.message_sent)
|
||||
stat(null, "Blobs to Blob Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
|
||||
|
||||
/mob/living/cancel_camera()
|
||||
..()
|
||||
cameraFollow = null
|
||||
|
||||
@@ -159,18 +159,18 @@ Difficulty: Medium
|
||||
Shoot(target)
|
||||
changeNext_move(CLICK_CD_RANGE)
|
||||
|
||||
//I'm still of the belief that this entire proc needs to be wiped from existence.
|
||||
// do not take my touching of it to be endorsement of it. ~mso
|
||||
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/quick_attack_loop()
|
||||
if(next_move <= world.time)
|
||||
stoplag(1)
|
||||
.() //retry
|
||||
return
|
||||
sleep((next_move - world.time) * 1.5)
|
||||
while(!QDELETED(target) && next_move <= world.time) //this is done this way because next_move can change to be sooner while we sleep.
|
||||
stoplag(1)
|
||||
sleep((next_move - world.time) * 1.5) //but don't ask me what the fuck this is about
|
||||
if(QDELETED(target))
|
||||
return
|
||||
if(dashing || next_move > world.time || !Adjacent(target))
|
||||
if(dashing && next_move <= world.time)
|
||||
next_move = world.time + 1
|
||||
.() //recurse
|
||||
INVOKE_ASYNC(src, .proc/quick_attack_loop) //lets try that again.
|
||||
return
|
||||
AttackingTarget()
|
||||
|
||||
|
||||
@@ -335,9 +335,9 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
|
||||
/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
|
||||
if(!SSticker.HasRoundStarted())
|
||||
return 0
|
||||
return FALSE
|
||||
if(!istype(M))
|
||||
return 0
|
||||
return FALSE
|
||||
if(issilicon(M))
|
||||
if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
|
||||
var/mob/living/silicon/robot/R = M
|
||||
@@ -346,13 +346,13 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
if(R.connected_ai)
|
||||
if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
|
||||
return 0 //AI is the real traitor here, so the borg itself is not a traitor
|
||||
return 1 //Slaved but also a traitor
|
||||
return 1 //Unslaved, traitor
|
||||
return TRUE//Slaved but also a traitor
|
||||
return TRUE //Unslaved, traitor
|
||||
else if(isAI(M))
|
||||
var/mob/living/silicon/ai/A = M
|
||||
if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
|
||||
return 1
|
||||
return 0
|
||||
return TRUE
|
||||
return FALSE
|
||||
if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
|
||||
switch(SSticker.mode.config_tag)
|
||||
if("revolution")
|
||||
@@ -379,8 +379,10 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
if("abductor")
|
||||
if(M.mind in SSticker.mode.abductors)
|
||||
return 2
|
||||
return 1
|
||||
return 0
|
||||
return TRUE
|
||||
if(M.mind && LAZYLEN(M.mind.antag_datums)) //they have an antag datum!
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
|
||||
return 1
|
||||
|
||||
@@ -376,8 +376,6 @@
|
||||
if(!transfer_after)
|
||||
mind.active = FALSE
|
||||
mind.transfer_to(R)
|
||||
if(mind.special_role)
|
||||
R.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
|
||||
else if(transfer_after)
|
||||
R.key = key
|
||||
|
||||
|
||||
Reference in New Issue
Block a user