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this is the funny haha title everyone uses right this should hopefully fix the issue where one event failing to spawn causes 15 more to spawn in its place fixes #10427
30 lines
696 B
Plaintext
30 lines
696 B
Plaintext
/datum/event/blob
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announceWhen = 12
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var/obj/effect/blob/core/Blob
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ic_name = "a biohazard"
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/datum/event/blob/announce()
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level_seven_announcement()
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/datum/event/blob/start()
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var/turf/T = pick_subarea_turf(/area/maintenance, list(/proc/is_station_turf, /proc/not_turf_contains_dense_objects))
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if(!T)
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log_and_message_admins("Blob failed to find a viable turf.")
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kill(TRUE)
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return
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log_and_message_admins("Blob spawned at \the [get_area(T)]", location = T)
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Blob = new /obj/effect/blob/core(T)
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for(var/i = 1; i < rand(3, 4), i++)
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Blob.process()
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/datum/event/blob/tick()
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if(!Blob || !Blob.loc)
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Blob = null
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end()
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kill()
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return
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if(IsMultiple(activeFor, 3))
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Blob.process()
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