Merge conflicts, procs instead of macros, mood signals.
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@@ -162,7 +162,7 @@
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#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
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#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
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#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
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#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
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#define ui_ghost_spawners "SOUTH: 6, CENTER+2:24"
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//UI position overrides for 1:1 screen layout. (default is 7:5)
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@@ -36,13 +36,13 @@
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var/mob/dead/observer/G = usr
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G.dead_tele()
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/obj/screen/ghost/pai
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name = "pAI Candidate"
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icon_state = "pai"
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/obj/screen/ghost/spawners
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name = "Ghost role spawners"
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icon_state = "spawners"
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/obj/screen/ghost/pai/Click()
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/obj/screen/ghost/spawners/Click()
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var/mob/dead/observer/G = usr
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G.register_pai()
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G.open_spawners_menu()
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/datum/hud/ghost/New(mob/owner)
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..()
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@@ -68,8 +68,8 @@
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using.hud = src
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static_inventory += using
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using = new /obj/screen/ghost/pai()
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using.screen_loc = ui_ghost_pai
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using = new /obj/screen/ghost/spawners()
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using.screen_loc = ui_ghost_spawners
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using.hud = src
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static_inventory += using
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@@ -118,7 +118,7 @@
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bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
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if(I.used_skills && user.mind)
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if(totitemdamage)
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LIST_SKILL_MODIFIER(I.used_skills, user.mind.skill_holder, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
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totitemdamage = user.mind.skill_holder.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
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continue
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@@ -163,7 +163,7 @@
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if(!user.mind || !I.used_skills)
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return
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if(.)
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LIST_SKILL_MODIFIER(I.used_skills, user.mind.skill_holder, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
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. = user.mind.skill_holder.item_action_skills_mod(., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
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continue
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@@ -216,7 +216,7 @@
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. *= STAM_COST_NO_COMBAT_MULT
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bad_flag |= SKILL_COMBAT_MODE
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if(used_skills && user.mind)
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LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, ., skill_difficulty, flags, bad_flag)
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. = user.mind.skill_holder.item_action_skills_mod(., skill_difficulty, flags, bad_flag, FALSE)
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/// How long this staggers for. 0 and negatives supported.
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/obj/item/proc/melee_stagger_duration(force_override)
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