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-Added a "landmarks_list"; the game will now check for landmarks in the list instead of the world.
-Did some optimizing to AI freelook. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4670 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -84,21 +84,21 @@
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O.key = key
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var/obj/loc_landmark
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for(var/obj/effect/landmark/start/sloc in world)
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name != "AI")
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continue
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if (locate(/mob/living) in sloc.loc)
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continue
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loc_landmark = sloc
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if (!loc_landmark)
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for(var/obj/effect/landmark/tripai in world)
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for(var/obj/effect/landmark/tripai in landmarks_list)
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if (tripai.name == "tripai")
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if(locate(/mob/living) in tripai.loc)
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continue
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loc_landmark = tripai
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if (!loc_landmark)
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O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
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for(var/obj/effect/landmark/start/sloc in world)
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name == "AI")
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loc_landmark = sloc
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