- Object tree grouped a bit more.

Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2011-10-03 06:54:28 +00:00
parent 1706e00d3b
commit e8c6b08419
276 changed files with 6418 additions and 6418 deletions

View File

@@ -17,7 +17,7 @@
cooldown = 0//To prevent spam
scanning = 0
visible = 0
obj/beam/i_beam/first = null
obj/effects/beam/i_beam/first = null
proc
Activate()//Called when this assembly is pulsed by another one
@@ -111,7 +111,7 @@
del(src.first)
if ((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
var/obj/beam/i_beam/I = new /obj/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
var/obj/effects/beam/i_beam/I = new /obj/effects/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
I.master = src
I.density = 1
I.dir = src.dir
@@ -233,11 +233,11 @@
/***************************IBeam*********************************/
/obj/beam/i_beam
/obj/effects/beam/i_beam
name = "i beam"
icon = 'projectiles.dmi'
icon_state = "ibeam"
var/obj/beam/i_beam/next = null
var/obj/effects/beam/i_beam/next = null
var/obj/item/device/infra/master = null
var/limit = null
var/visible = 0.0
@@ -247,7 +247,7 @@
flags = TABLEPASS
/obj/beam/i_beam/proc/hit()
/obj/effects/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if (src.master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
@@ -256,7 +256,7 @@
del(src)
return
/obj/beam/i_beam/proc/vis_spread(v)
/obj/effects/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
spawn( 0 )
@@ -266,7 +266,7 @@
return
return
/obj/beam/i_beam/process()
/obj/effects/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if ((src.loc.density || !( src.master )))
@@ -288,7 +288,7 @@
//world << "now [src.left] left"
var/obj/beam/i_beam/I = new /obj/beam/i_beam( src.loc )
var/obj/effects/beam/i_beam/I = new /obj/effects/beam/i_beam( src.loc )
I.master = src.master
I.density = 1
I.dir = src.dir
@@ -323,23 +323,23 @@
return
return
/obj/beam/i_beam/Bump()
/obj/effects/beam/i_beam/Bump()
del(src)
return
/obj/beam/i_beam/Bumped()
/obj/effects/beam/i_beam/Bumped()
src.hit()
return
/obj/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
/obj/effects/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effects/beam))
return
spawn( 0 )
src.hit()
return
return
/obj/beam/i_beam/Del()
/obj/effects/beam/i_beam/Del()
del(src.next)
..()
return

View File

@@ -94,7 +94,7 @@
HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
if (istype(AM, /obj/effects/beam))
return
if (AM.move_speed < 12)
src.sense()