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- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype) - Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?) - Fixes despawning clothes when monkeyizing. 11855 - Replaced check_dna_integrity proc by simpler has_dna proc when required. - created set_species() proc - fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name. - I renamed mecha/var/dna to dna_lock to avoid confusion - I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor. - I removed many if(dna) checks in lots of files. - I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set. - Anatomic panacea from changeling removes alien embryo correctly. 6247 - Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech. - Removed carbon/var/list/features, we now only have dna.features and prefs.features - Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color) - Fixes cloning not setting up correctly dna UE and dna.real_name - I fixed the issue with sucked+cloned ling being unable to absorb - I fixed issue with changeling proc checking if they have the dna already not working. - Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk. - I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858) - Fixes 10048, the transform to initial appearence button was fucking up the dna. - Fixes cloning not setting up correctly dna UE and dna.real_name - Fixed the issue with sucked+cloned ling being unable to absorb - Fixed issue with changeling proc checking if they have the dna already not working. - Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk. - Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858) - Fixes 10048, the transform to initial appearence button was fucking up the dna.
45 lines
947 B
Plaintext
45 lines
947 B
Plaintext
var/datum/subsystem/objects/SSobj
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/datum/proc/process()
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SSobj.processing.Remove(src)
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return 0
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/datum/subsystem/objects
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name = "Objects"
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priority = 12
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var/list/processing = list()
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var/list/burning = list()
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/datum/subsystem/objects/New()
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NEW_SS_GLOBAL(SSobj)
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/datum/subsystem/objects/Initialize(timeofday, zlevel)
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setupGenetics()
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for(var/atom/movable/AM in world)
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if (zlevel && AM.z != zlevel)
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continue
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AM.initialize()
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if (zlevel)
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return ..()
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for(var/turf/simulated/floor/F in world)
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F.MakeDirty()
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..()
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/datum/subsystem/objects/stat_entry()
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..("P:[processing.len]")
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/datum/subsystem/objects/fire()
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for(var/thing in SSobj.processing)
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if(thing)
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thing:process(wait)
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continue
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SSobj.processing.Remove(thing)
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for(var/obj/burningobj in SSobj.burning)
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if(burningobj && (burningobj.burn_state == 1))
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if(burningobj.burn_world_time < world.time)
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burningobj.burn()
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else
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SSobj.burning.Remove(burningobj) |