Fixes some runtimes from the infrared sensors, removed a lot of useless spawn()

This commit is contained in:
Aranclanos
2014-09-15 09:45:56 -03:00
parent 2fad308f38
commit 5ddaf77774
+42 -99
View File
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
@@ -13,8 +11,7 @@
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
/obj/item/device/assembly/infra/proc/trigger_beam()
var/obj/effect/beam/i_beam/last = null
/obj/item/device/assembly/infra/describe()
return "The infrared trigger is [on?"on":"off"]."
@@ -25,7 +22,6 @@
update_icon()
return 1
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(secured)
@@ -37,7 +33,6 @@
update_icon()
return secured
/obj/item/device/assembly/infra/update_icon()
overlays.Cut()
attached_overlays = list()
@@ -49,49 +44,35 @@
holder.update_icon()
return
/obj/item/device/assembly/infra/process()//Old code
/obj/item/device/assembly/infra/process()
if(!on)
if(first)
qdel(first)
return
if(first || !secured) return
var/turf/T = null
if(istype(loc,/turf))
T = loc
else if (holder)
if (istype(holder.loc,/turf))
T = holder.loc
else if (istype(holder.loc.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
T = holder.loc.loc
else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
T = loc.loc
if(!secured)
return
if(first && last)
last.process()
return
var/turf/T = get_turf(src)
if(T)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.dir = dir
first = I
step(I, I.dir)
if(I)
if(first)
I.density = 0
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
return
I.limit = 8
I.process()
/obj/item/device/assembly/infra/attack_hand()
qdel(first)
..()
return
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
@@ -99,16 +80,15 @@
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder) return 0
// dir = holder.dir
qdel(first)
return 1
/obj/item/device/assembly/infra/trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
/obj/item/device/assembly/infra/proc/trigger_beam()
if((!secured)||(!on)||(cooldown > 0))
return 0
pulse(0)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
@@ -116,7 +96,6 @@
process_cooldown()
return
/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.set_machine(src)
@@ -127,34 +106,25 @@
onclose(user, "infra")
return
/obj/item/device/assembly/infra/Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
return
/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
@@ -172,6 +142,7 @@
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/effect/beam/i_beam/previous = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
@@ -180,32 +151,21 @@
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
qdel(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
visible = v
spawn(0)
if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
next.vis_spread(v)
return
return
if(next)
next.vis_spread(v)
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
qdel(src)
return
//world << "proccess: [src.left] left"
if(left > 0)
left--
if(left < 1)
@@ -216,40 +176,20 @@
else
invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if(!(next))
//world << "no next"
if(!next && (limit > 0))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
I.previous = src
next = I
step(I, I.dir)
if(next)
I.density = 0
//world << "spreading"
I.vis_spread(visible)
next = I
spawn(0)
//world << "limit = [limit] "
if((I && limit > 0))
I.limit = limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
qdel(I)
else
//world << "step failed, deleting \ref[next]"
qdel(next)
spawn(10)
process()
return
return
I.limit = limit - 1
master.last = I
I.process()
/obj/effect/beam/i_beam/Bump()
qdel(src)
@@ -257,16 +197,19 @@
/obj/effect/beam/i_beam/Bumped()
hit()
return
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn(0)
hit()
return
return
hit()
/obj/effect/beam/i_beam/Destroy()
qdel(next)
if(master.first == src)
master.first = null
if(next)
qdel(next)
next = null
if(previous)
previous.next = null
master.last = previous
..()