Fixed the map/code issues that the body bags caused.

/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-03 10:28:57 +00:00
parent e8c6b08419
commit 17ed3899c4
314 changed files with 9099 additions and 9118 deletions

View File

@@ -94,7 +94,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
usr << "There is no blob here!"
creating_blob = 0
@@ -103,12 +103,12 @@
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(5))
for(var/obj/effect/blob/blob in orange(5))
if(blob.blobtype == "Node")
usr << "There is another node nearby, move away from it!"
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(2))
for(var/obj/effect/blob/blob in orange(2))
if(blob.blobtype == "Factory")
usr << "There is a porus blob nearby, move away from it!"
creating_blob = 0
@@ -129,7 +129,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "There is no blob here!"
creating_blob = 0
@@ -138,7 +138,7 @@
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(2))//Not right next to nodes/cores
for(var/obj/effect/blob/blob in orange(2))//Not right next to nodes/cores
if(blob.blobtype == "Node")
usr << "There is a node nearby, move away from it!"
creating_blob = 0
@@ -168,7 +168,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "There is no blob here!"
creating_blob = 0
@@ -192,13 +192,13 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(B)
usr << "There is a blob here!"
creating_blob = 0
return
if(prob(50))
new/obj/effects/blob(src.loc)
new/obj/effect/blob(src.loc)
src << "\blue Success."
else
src << "\red Creation failed."
@@ -240,7 +240,7 @@
if(G_found.client)
G_found.client.screen.len = null
var/mob/living/blob/B = new/mob/living/blob(locate(0,0,1))//temp area also just in case should do this better but tired
for(var/obj/effects/blob/core in world)
for(var/obj/effect/blob/core in world)
if(core)
if(core.blobtype == "Core")
B.loc = core.loc