More splitting up of code. Barrier seems to be CTF only,

so I figured a CTF folder would be good for containing it.
Perhaps we could do Mode-Specific\CTF ?

Portal seems more like an Effect, so it went in Effects.
This commit is contained in:
stephen001
2008-06-19 00:13:14 +00:00
parent a485ec530e
commit 0fa8609786
5 changed files with 61 additions and 59 deletions
-44
View File
@@ -5517,50 +5517,6 @@
new /obj/item/weapon/sheet/metal(src.loc)
del(src)
/obj/barrier/New()
var/t = 1800
if (ctf)
t = round(ctf.barriertime * 600)
spawn(t) del(src)
/obj/portal/Bumped(atom/movable/M)
spawn(0) src.teleport(M)
/obj/portal/HasEntered(atom/movable/AM)
spawn(0) src.teleport(AM)
/obj/portal/New()
spawn(300) del(src)
/obj/portal/proc/teleport(atom/movable/M)
if (M.anchored)
return
if (src.icon_state == "portal1")
return
if (!( src.target ))
del(src)
return
var/obj/effects/sparks/O = new /obj/effects/sparks( src.target )
O.dir = pick(1, 2, 4, 8)
spawn(0)
O.Life()
return
if (istype(M, /atom/movable))
var/tx = src.target.x + rand(-5.0, 5)
var/ty = src.y + rand(-5.0, 5)
if (prob(10))
src.icon_state = "portal1"
if (ismob(M))
M.ex_act(2)
else
M.ex_act(1)
if (rand(1, 1000) <= 10)
if (istype(M, /mob))
M:client_mob() << ("\red You see a fainting blue light.")
M.loc = null
else
M.loc = locate(tx, ty, src.target.z)
/mob/attackby(obj/item/weapon/W, mob/user)
var/shielded = 0
for(var/obj/item/weapon/shield/S in src)