Files
Bubberstation/code/controllers/subsystem/objects.dm
phil235 f90ee4aa8c - Fixed monkey starting with no dna.
- 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.
2015-09-19 22:18:28 +02:00

45 lines
947 B
Plaintext

var/datum/subsystem/objects/SSobj
/datum/proc/process()
SSobj.processing.Remove(src)
return 0
/datum/subsystem/objects
name = "Objects"
priority = 12
var/list/processing = list()
var/list/burning = list()
/datum/subsystem/objects/New()
NEW_SS_GLOBAL(SSobj)
/datum/subsystem/objects/Initialize(timeofday, zlevel)
setupGenetics()
for(var/atom/movable/AM in world)
if (zlevel && AM.z != zlevel)
continue
AM.initialize()
if (zlevel)
return ..()
for(var/turf/simulated/floor/F in world)
F.MakeDirty()
..()
/datum/subsystem/objects/stat_entry()
..("P:[processing.len]")
/datum/subsystem/objects/fire()
for(var/thing in SSobj.processing)
if(thing)
thing:process(wait)
continue
SSobj.processing.Remove(thing)
for(var/obj/burningobj in SSobj.burning)
if(burningobj && (burningobj.burn_state == 1))
if(burningobj.burn_world_time < world.time)
burningobj.burn()
else
SSobj.burning.Remove(burningobj)