Moves a few vars where they should be

This should reduce the memory usage
This commit is contained in:
Kelenius
2016-03-15 11:26:46 +03:00
parent 5104957ff8
commit 1d26fcfa8e
7 changed files with 9 additions and 11 deletions

View File

@@ -36,8 +36,6 @@ obj/machinery/atmospherics/mains_pipe
icon = 'icons/obj/atmospherics/mainspipe.dmi'
layer = 2.4 //under wires with their 2.5
force = 20
var/volume = 0
var/alert_pressure = 80*ONE_ATMOSPHERE

View File

@@ -3,7 +3,6 @@
var/datum/gas_mixture/air_temporary // used when reconstructing a pipeline that broke
var/datum/pipeline/parent
var/volume = 0
force = 20
layer = 2.4 //under wires with their 2.44
use_power = 0

View File

@@ -118,7 +118,7 @@
add_hiddenprint(user)
destroy()
/obj/machinery/camera/attackby(obj/W as obj, mob/living/user as mob)
/obj/machinery/camera/attackby(obj/item/W as obj, mob/living/user as mob)
update_coverage()
// DECONSTRUCTION
if(isscrewdriver(W))

View File

@@ -39,6 +39,7 @@
var/datum/effect/effect/system/spark_spread/spark_system = new
var/lights = 0
var/lights_power = 6
var/force = 0
//inner atmos
var/use_internal_tank = 0

View File

@@ -16,6 +16,9 @@
pressure_resistance = 5
// causeerrorheresoifixthis
var/obj/item/master = null
var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/force = 0
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm

View File

@@ -2,16 +2,13 @@
//Used to store information about the contents of the object.
var/list/matter
var/w_class // Size of the object.
var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/sharp = 0 // whether this object cuts
var/edge = 0 // whether this object is more likely to dismember
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
var/armor_penetration = 0
var/show_messages

View File

@@ -9,8 +9,8 @@ Note: Must be placed within 3 tiles of the R&D Console
/obj/machinery/r_n_d/destructive_analyzer
name = "destructive analyzer"
icon_state = "d_analyzer"
var/obj/item/weapon/loaded_item = null
var/decon_mod = 0
var/obj/item/weapon/loaded_item = null
var/decon_mod = 0
use_power = 1
idle_power_usage = 30
@@ -39,7 +39,7 @@ Note: Must be placed within 3 tiles of the R&D Console
else
icon_state = "d_analyzer"
/obj/machinery/r_n_d/destructive_analyzer/attackby(var/obj/O as obj, var/mob/user as mob)
/obj/machinery/r_n_d/destructive_analyzer/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
user << "<span class='notice'>\The [src] is busy right now.</span>"
return
@@ -61,7 +61,7 @@ Note: Must be placed within 3 tiles of the R&D Console
if(!linked_console)
user << "<span class='notice'>\The [src] must be linked to an R&D console first.</span>"
return
if(istype(O, /obj/item) && !loaded_item)
if(!loaded_item)
if(isrobot(user)) //Don't put your module items in there!
return
if(!O.origin_tech)