When I add a new proc to my interface like things I need to remember to actually update the rest of them, also a few runtime fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2166 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-09-10 04:47:01 +00:00
parent de7e4f0de0
commit d95a351aba
6 changed files with 13 additions and 10 deletions

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@@ -3,8 +3,8 @@
var/icon_dead = "" var/icon_dead = ""
var/max_health = 20 var/max_health = 20
var/alive = 1 var/alive = 1
var/list/speak = list() var/list/speak = null
var/list/speak_emote = list() //Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable. var/list/speak_emote = null//list() Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0 var/speak_chance = 0
var/list/emote_hear = list() //EHearable emotes var/list/emote_hear = list() //EHearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
@@ -46,8 +46,8 @@
icon_state = "corgi" icon_state = "corgi"
icon_living = "corgi" icon_living = "corgi"
icon_dead = "corgi_dead" icon_dead = "corgi_dead"
//speak = list("YAP","Woof!","Hoot!","AUUUUUU") speak = list("YAP","Woof!","Hoot!","AUUUUUU")
//speak_emote = list("barks", "woofs") speak_emote = list("barks", "woofs")
emote_hear = list("barks","woofs","yaps") emote_hear = list("barks","woofs","yaps")
emote_see = list("shakes it's head", "shivers") emote_see = list("shakes it's head", "shivers")
speak_chance = 1 speak_chance = 1

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@@ -19,18 +19,18 @@
start_state.count() start_state.count()
spawn (20) spawn (20)
var/turf/location = pick(blobstart) var/turf/location = pick(blobstart)
blobs = list() blobs = list()
new /obj/blob(location) new /obj/blob(location)
location = pick(blobstart)
// if(!locate(/obj/blob in location))
// new/obj/blob(location)
..() ..()
/datum/game_mode/blob/process() /datum/game_mode/blob/process()
if (prob(2)) if(prob(2))
spawn_meteors() spawn_meteors()
life() life()
stage() stage()
@@ -122,7 +122,7 @@
/datum/game_mode/blob/check_finished() /datum/game_mode/blob/check_finished()
if(stage >= 4) if((stage >= 4)||(stage <= 1))
return 1 return 1
for(var/obj/blob/B in blobs) for(var/obj/blob/B in blobs)

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@@ -24,7 +24,7 @@
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()
IsAssembly() IsAssembly()
return 1 return 1

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@@ -25,6 +25,7 @@
Unsecure() Unsecure()
Attach_Assembly(var/obj/A, var/mob/user) Attach_Assembly(var/obj/A, var/mob/user)
Process_cooldown() Process_cooldown()
Holder_Movement()
IsAssembly() IsAssembly()

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@@ -26,6 +26,7 @@
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()
toggle_scan() toggle_scan()
sense() sense()

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@@ -23,6 +23,7 @@
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()
timer_end() timer_end()
IsAssembly() IsAssembly()