-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
This commit is contained in:
giacomand@gmail.com
2012-09-09 22:27:06 +00:00
parent e01bf78933
commit 384b2717b0
19 changed files with 54 additions and 36 deletions

View File

@@ -84,21 +84,21 @@
O.key = key
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in world)
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name != "AI")
continue
if (locate(/mob/living) in sloc.loc)
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effect/landmark/tripai in world)
for(var/obj/effect/landmark/tripai in landmarks_list)
if (tripai.name == "tripai")
if(locate(/mob/living) in tripai.loc)
continue
loc_landmark = tripai
if (!loc_landmark)
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
for(var/obj/effect/landmark/start/sloc in world)
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc