Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and

construction/deconstruction. Major map rework/changes.
This commit is contained in:
Zuhayr
2015-07-23 17:04:14 +09:30
parent 4a0a6e7163
commit c8baafed2a
91 changed files with 7763 additions and 8513 deletions

View File

@@ -21,7 +21,10 @@
if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(F.is_steel_floor()) // only tiled floors
if(F.flooring && F.flooring.name == "floor") // only tiled floors
if(F.broken || F.burnt)
usr << "<span class='warning'>\The [F] is too damaged to repaint.</span>"
return
if(tile_dir_mode)
var/D = get_dir(usr, F)
if(usr.loc == F)
@@ -78,7 +81,7 @@
F.set_dir(0)
F.icon_state = mode
else
usr << "You can't paint that!"
usr << "<span class='warning'>You can't paint that!</span>"
/obj/item/device/floor_painter/attack_self(mob/user as mob)
var/type = input("What type of floor?", "Floor painter", "solid") in list("solid", "corner", "opposite corners", "side/three corners", "special", "letters")