Fixed the map/code issues that the body bags caused.

/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-03 10:28:57 +00:00
parent e8c6b08419
commit 17ed3899c4
314 changed files with 9099 additions and 9118 deletions
+37 -37
View File
@@ -4,15 +4,15 @@
#define CYBER 1
#define SPELL 2
/obj/effects/organstructure //used obj for the "contents" var
/obj/effect/organstructure //used obj for the "contents" var
name = "organs"
var/obj/item/weapon/cell/mainPowerCell = null //for ease of refernce for installed c. implants
var/species = "mob" //for speaking in unknown languages purposes
var/obj/effects/organ/limb/arms/arms = null
var/obj/effects/organ/limb/legs/legs = null
var/obj/effects/organ/chest/chest = null
var/obj/effect/organ/limb/arms/arms = null
var/obj/effect/organ/limb/legs/legs = null
var/obj/effect/organ/chest/chest = null
proc/FindMainPowercell()
if(chest) //priority goes to chest implant, if there is one
@@ -20,7 +20,7 @@
mainPowerCell = chest.cell
return
var/list/organs = GetAllContents()
for(var/obj/effects/organ/otherOrgan in organs) //otherwise, maybe some other organ fits the criteria?
for(var/obj/effect/organ/otherOrgan in organs) //otherwise, maybe some other organ fits the criteria?
if((otherOrgan.organType & CYBER) && otherOrgan.canExportPower && otherOrgan.cell)
mainPowerCell = otherOrgan:cell
return
@@ -30,7 +30,7 @@
proc/GetSpeciesName()
var/list/speciesPresent = list()
for(var/obj/effects/organ/organ in src) //only external organs count, since it's judging by the appearance
for(var/obj/effect/organ/organ in src) //only external organs count, since it's judging by the appearance
if(speciesPresent[organ.species])
speciesPresent[organ.species]++
else
@@ -57,9 +57,9 @@
proc/RecalculateStructure()
var/list/organs = GetAllContents()
arms = locate(/obj/effects/organ/limb/arms) in organs
legs = locate(/obj/effects/organ/limb/legs) in organs
chest = locate(/obj/effects/organ/chest) in organs
arms = locate(/obj/effect/organ/limb/arms) in organs
legs = locate(/obj/effect/organ/limb/legs) in organs
chest = locate(/obj/effect/organ/chest) in organs
GetSpeciesName()
FindMainPowercell()
@@ -70,7 +70,7 @@
set background = 1
var/list/organs = GetAllContents()
for(var/obj/effects/organ/organ in organs)
for(var/obj/effect/organ/organ in organs)
organ.ProcessOrgan()
return
@@ -79,31 +79,31 @@
..()
RecalculateStructure()
/obj/effects/organstructure/human
/obj/effect/organstructure/human
name = "human organs"
New()
//new /obj/effects/organ/limb/arms/human(src)
//new /obj/effects/organ/limb/legs/human(src)
new /obj/effects/organ/chest/human(src)
//new /obj/effect/organ/limb/arms/human(src)
//new /obj/effect/organ/limb/legs/human(src)
new /obj/effect/organ/chest/human(src)
..()
/obj/effects/organstructure/cyber
/obj/effect/organstructure/cyber
name = "cyborg organs"
New()
//new /obj/effects/organ/limb/arms/cyber(src)
//new /obj/effects/organ/limb/legs/cyber(src)
new /obj/effects/organ/chest/cyber(src)
//new /obj/effect/organ/limb/arms/cyber(src)
//new /obj/effect/organ/limb/legs/cyber(src)
new /obj/effect/organ/chest/cyber(src)
..()
/obj/effects/organ
/obj/effect/organ
name = "organ"
//All types
var/organType = 0 //CYBER and SPELL go here
var/species = "mob"
var/obj/effects/organstructure/rootOrganStructure = null
var/obj/effect/organstructure/rootOrganStructure = null
New(location)
..()
@@ -111,10 +111,10 @@
rootOrganStructure = FindRootStructure()
proc/FindRootStructure()
if(istype(loc,/obj/effects/organ))
var/obj/effects/organ/parent = loc
if(istype(loc,/obj/effect/organ))
var/obj/effect/organ/parent = loc
return parent.FindRootStructure()
else if(istype(loc,/obj/effects/organstructure))
else if(istype(loc,/obj/effect/organstructure))
return loc
return null
@@ -159,23 +159,23 @@
active = 0
return
/obj/effects/organ/limb
/obj/effect/organ/limb
name = "limb"
/obj/effects/organ/limb/arms
/obj/effect/organ/limb/arms
name = "arms"
var/minDamage = 5 //punching damage
var/maxDamage = 5
// var/strangleDelay = 1 //The code is a bit too complicated for that right now
/obj/effects/organ/limb/arms/human
/obj/effect/organ/limb/arms/human
name = "human arms"
species = "human"
minDamage = 1
maxDamage = 9
/obj/effects/organ/limb/arms/cyber
/obj/effect/organ/limb/arms/cyber
name = "cyborg arms"
species = "cyborg"
organType = CYBER
@@ -192,18 +192,18 @@
maxDamage = 3
/obj/effects/organ/limb/legs
/obj/effect/organ/limb/legs
name = "legs"
var/moveRunDelay = 1 //not sure about how that works
var/moveWalkDelay = 7
//var/knockdownResist = 0
/obj/effects/organ/limb/legs/human
/obj/effect/organ/limb/legs/human
name = "human legs"
species = "human"
/obj/effects/organ/limb/legs/cyber
/obj/effect/organ/limb/legs/cyber
name = "cyborg legs"
species = "cyborg"
organType = CYBER
@@ -220,21 +220,21 @@
moveWalkDelay = 10
/obj/effects/organ/chest
/obj/effect/organ/chest
name = "chest"
var/maxHealth = 50 //right now, the mob's (only humans for now) health depends only on it. Will be fixed later
/obj/effects/organ/chest/human
/obj/effect/organ/chest/human
name = "human chest"
species = "human"
maxHealth = 100
New()
..()
new /obj/effects/organ/limb/arms/human(src)
new /obj/effects/organ/limb/legs/human(src)
new /obj/effect/organ/limb/arms/human(src)
new /obj/effect/organ/limb/legs/human(src)
/obj/effects/organ/chest/cyber
/obj/effect/organ/chest/cyber
name = "cyborg chest"
species = "cyborg"
organType = CYBER
@@ -245,8 +245,8 @@
..()
cell = new /obj/item/weapon/cell/high(src)
cell.charge = cell.maxcharge
new /obj/effects/organ/limb/arms/cyber(src)
new /obj/effects/organ/limb/legs/cyber(src)
new /obj/effect/organ/limb/arms/cyber(src)
new /obj/effect/organ/limb/legs/cyber(src)
Activate()
..()