commit/rej cleanup
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@@ -169,7 +169,7 @@
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alert_type = null
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/datum/status_effect/crusher_mark
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id = "crusher_mark"
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duration = 600 //if you leave for a minute you lose the mark, deal with it
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duration = 30 //if you leave for 30 seconds you lose the mark, deal with it
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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var/mutable_appearance/marked_underlay
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@@ -1,10 +0,0 @@
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diff a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm (rejected hunks)
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@@ -170,7 +170,7 @@
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/datum/status_effect/crusher_mark
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id = "crusher_mark"
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- duration = 600 //if you leave for a minute you lose the mark, deal with it
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+ duration = 300 //if you leave for 30 seconds you lose the mark, deal with it
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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var/mutable_appearance/marked_underlay
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@@ -556,7 +556,8 @@
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return
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if(proximity_flag && isliving(target))
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var/mob/living/L = target
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if(!L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
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var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
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if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
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return
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new /obj/effect/overlay/temp/kinetic_blast(get_turf(L))
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var/backstab_dir = get_dir(user, L)
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@@ -1,11 +0,0 @@
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diff a/code/modules/mining/equipment.dm b/code/modules/mining/equipment.dm (rejected hunks)
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@@ -549,7 +556,8 @@
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return
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if(proximity_flag && isliving(target))
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var/mob/living/L = target
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- if(!L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
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+ var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
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+ if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
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return
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new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
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var/backstab_dir = get_dir(user, L)
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@@ -1,10 +0,0 @@
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diff a/config/game_options.txt b/config/game_options.txt (rejected hunks)
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@@ -482,7 +482,7 @@ Space_Budget 16
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#Must be at least 30 to not break parallax I recommended at least 55 to be visually/aurally appropriate
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ARRIVALS_SHUTTLE_DOCK_WINDOW 55
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-#Set this to 1 to prevent late join players from spawning if the arrivals shuttle is depressurized
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+#Uncomment to prevent late join players from spawning if the arrivals shuttle is depressurized
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#ARRIVALS_SHUTTLE_REQUIRE_SAFE_LATEJOIN
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# How many wirechewing rodents you want to spawn on exposed maintenane wires at the start of the round. You may wish to set this to 0 if you're testing powernets.
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@@ -1,16 +0,0 @@
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diff a/tgstation.dme b/tgstation.dme (rejected hunks)
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@@ -677,10 +677,10 @@
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#include "code\game\objects\effects\decals\decal.dm"
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#include "code\game\objects\effects\decals\misc.dm"
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#include "code\game\objects\effects\decals\remains.dm"
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-#include "code\game\objects\effects\decals\Cleanable\aliens.dm"
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-#include "code\game\objects\effects\decals\Cleanable\humans.dm"
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-#include "code\game\objects\effects\decals\Cleanable\misc.dm"
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-#include "code\game\objects\effects\decals\Cleanable\robots.dm"
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+#include "code\game\objects\effects\decals\cleanable\aliens.dm"
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+#include "code\game\objects\effects\decals\cleanable\humans.dm"
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+#include "code\game\objects\effects\decals\cleanable\misc.dm"
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+#include "code\game\objects\effects\decals\cleanable\robots.dm"
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#include "code\game\objects\effects\effect_system\effect_system.dm"
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#include "code\game\objects\effects\effect_system\effects_explosion.dm"
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#include "code\game\objects\effects\effect_system\effects_foam.dm"
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