- Material comparisons done by name rather than reference equality
- get_material_by_name proc that ensures the material list is initialised, initialising it if neccessary
- holographic materials moved into main material list
- table frames are not a source of infinite metal, and can be deconstructed correctly
- gambling table icons are no longer E-W flipped
This commit is contained in:
GinjaNinja32
2015-05-14 22:26:19 +01:00
parent 428014c372
commit 63f28ee0e0
6 changed files with 35 additions and 33 deletions

View File

@@ -227,6 +227,8 @@
user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>",
"<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/stack/sheet/metal(src.loc)
qdel(src)
return
/obj/structure/table/proc/break_to_parts(full_return = 0)
if(reinforced && reinforced.stack_type && (full_return || prob(25)))
@@ -274,7 +276,7 @@
var/tabledirs = 0
for(var/direction in list(turn(dir,90), turn(dir,-90)) )
var/obj/structure/table/T = locate(/obj/structure/table ,get_step(src,direction))
if (T && T.flipped == 1 && T.dir == src.dir && T.material == material)
if (T && T.flipped == 1 && T.dir == src.dir && T.material.name == material.name)
type++
tabledirs |= direction
@@ -351,7 +353,7 @@
for(var/obj/structure/table/T in oview(src, 1))
var/T_dir = get_dir(src, T)
if(T_dir in blocked_dirs) continue
if(material == T.material && flipped == T.flipped)
if(material.name == T.material.name && flipped == T.flipped)
connection_dirs |= T_dir
if(propagate)
spawn(0)