Changes types of ghosts and eyes

``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``

Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
This commit is contained in:
Kelenius
2016-02-20 15:36:05 +03:00
parent 25fa943c88
commit acc78a8000
80 changed files with 224 additions and 224 deletions

View File

@@ -244,7 +244,7 @@
var/turf/ear = get_turf(M)
if(ear)
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
return .
@@ -323,7 +323,7 @@ proc/isInSight(var/atom/A, var/atom/B)
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/dead/observer/G in player_list)
for(var/mob/observer/dead/G in player_list)
if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
@@ -337,7 +337,7 @@ proc/isInSight(var/atom/A, var/atom/B)
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/dead/observer/G in player_list)
for(var/mob/observer/dead/G in player_list)
if(G.client.prefs.be_special & BE_ALIEN)
if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))

View File

@@ -462,7 +462,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
if (M.real_name && M.real_name != M.name)
name += " \[[M.real_name]\]"
if (M.stat == 2)
if(istype(M, /mob/dead/observer/))
if(istype(M, /mob/observer/dead/))
name += " \[ghost\]"
else
name += " \[dead\]"
@@ -474,7 +474,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
/proc/sortmobs()
var/list/moblist = list()
var/list/sortmob = sortAtom(mob_list)
for(var/mob/eye/M in sortmob)
for(var/mob/observer/eye/M in sortmob)
moblist.Add(M)
for(var/mob/living/silicon/ai/M in sortmob)
moblist.Add(M)
@@ -488,7 +488,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
moblist.Add(M)
for(var/mob/living/carbon/alien/M in sortmob)
moblist.Add(M)
for(var/mob/dead/observer/M in sortmob)
for(var/mob/observer/dead/M in sortmob)
moblist.Add(M)
for(var/mob/new_player/M in sortmob)
moblist.Add(M)
@@ -861,7 +861,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
if(!istype(O,/obj)) continue
O.loc = X
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
M.loc = X
// var/area/AR = X.loc
@@ -995,7 +995,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
mobs += M
for(var/mob/M in mobs)