Changes loop for space tiles from world one to for over coordinates. It would raise infinite loop warnings otherwise when used with big zlevels.

This commit is contained in:
Chinsky
2015-02-22 11:13:09 +03:00
parent 18607897f0
commit 9e1a2315cd

View File

@@ -22,17 +22,18 @@ proc/toggle_move_stars(zlevel, direction)
if (moving_levels["zlevel"] != gen_dir)
moving_levels["zlevel"] = gen_dir
for(var/turf/space/S in world)
if(S.z == zlevel)
for(var/x = 1 to world.maxx)
for(var/y = 1 to world.maxy)
spawn(0)
var/turf/T = S
if(!gen_dir)
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
else
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
for(var/atom/movable/AM in T)
if (!AM.anchored)
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
var/turf/space/T = locate(x,y,zlevel)
if (T)
if(!gen_dir)
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
else
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
for(var/atom/movable/AM in T)
if (!AM.anchored)
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
//list used to cache empty zlevels to avoid nedless map bloat