Revert "MODsuits"
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@@ -817,7 +817,7 @@
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mecha_flags &= ~SILICON_PILOT
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AI.forceMove(card)
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card.AI = AI
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AI.controlled_equipment = null
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AI.controlled_mech = null
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AI.remote_control = null
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to_chat(AI, "<span class='notice'>You have been downloaded to a mobile storage device. Wireless connection offline.</span>")
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to_chat(user, "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) removed from [name] and stored within local memory.")
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@@ -856,7 +856,7 @@
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mecha_flags |= SILICON_PILOT
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moved_inside(AI)
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AI.cancel_camera()
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AI.controlled_equipment = src
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AI.controlled_mech = src
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AI.remote_control = src
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AI.mobility_flags = ALL //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
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if(interaction == AI_MECH_HACK)
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@@ -1083,7 +1083,7 @@
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AI.linked_core = null
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return
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to_chat(AI, "<span class='notice'>Returning to core...</span>")
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AI.controlled_equipment = null
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AI.controlled_mech = null
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AI.remote_control = null
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mob_container = AI
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newloc = get_turf(AI.linked_core)
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@@ -57,8 +57,6 @@
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"Exosuit Equipment",
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"Exosuit Ammunition",
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"Cyborg Upgrade Modules",
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"MODsuit Chassis",
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"MODsuit Modules",
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"Cybernetics",
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"Implants",
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"Control Interfaces",
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@@ -35,7 +35,7 @@
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AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
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AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
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add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
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AI.controlled_equipment = null
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AI.controlled_mech = null
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AI.remote_control = null
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/obj/structure/mecha_wreckage/Destroy()
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