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https://github.com/CHOMPStation2/CHOMPStation2.git
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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.
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@@ -244,7 +244,7 @@
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var/turf/ear = get_turf(M)
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if(ear)
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// Ghostship is magic: Ghosts can hear radio chatter from anywhere
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if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
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if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
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. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
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return .
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@@ -323,7 +323,7 @@ proc/isInSight(var/atom/A, var/atom/B)
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var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
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var/i = 0
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while(candidates.len <= 0 && i < 5)
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for(var/mob/dead/observer/G in player_list)
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for(var/mob/observer/dead/G in player_list)
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if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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@@ -337,7 +337,7 @@ proc/isInSight(var/atom/A, var/atom/B)
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var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
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var/i = 0
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while(candidates.len <= 0 && i < 5)
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for(var/mob/dead/observer/G in player_list)
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for(var/mob/observer/dead/G in player_list)
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if(G.client.prefs.be_special & BE_ALIEN)
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if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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@@ -462,7 +462,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
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if (M.real_name && M.real_name != M.name)
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name += " \[[M.real_name]\]"
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if (M.stat == 2)
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if(istype(M, /mob/dead/observer/))
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if(istype(M, /mob/observer/dead/))
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name += " \[ghost\]"
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else
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name += " \[dead\]"
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@@ -474,7 +474,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
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/proc/sortmobs()
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var/list/moblist = list()
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var/list/sortmob = sortAtom(mob_list)
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for(var/mob/eye/M in sortmob)
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for(var/mob/observer/eye/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/ai/M in sortmob)
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moblist.Add(M)
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@@ -488,7 +488,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
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moblist.Add(M)
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for(var/mob/living/carbon/alien/M in sortmob)
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moblist.Add(M)
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for(var/mob/dead/observer/M in sortmob)
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for(var/mob/observer/dead/M in sortmob)
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moblist.Add(M)
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for(var/mob/new_player/M in sortmob)
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moblist.Add(M)
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@@ -861,7 +861,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
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if(!istype(O,/obj)) continue
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O.loc = X
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for(var/mob/M in T)
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if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
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if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
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M.loc = X
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// var/area/AR = X.loc
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@@ -995,7 +995,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
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for(var/mob/M in T)
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if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
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if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
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mobs += M
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for(var/mob/M in mobs)
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