Added global lists for chemistry datums.

chemical_reactions_list for storing /datum/chemical_reaction so we don't have to spawn them all everytime two reagents get mixed together.

chemical_reagents_list, unlike reactions it is indexed by id so we can have fast lookup of reagent data. Again, without spawning everytype of that datum everytime we add a reagent to something 

It was making all subtypes of this datum everytime it filled any reagent_container with a single reagent. Considering how many reagent containers there are that's a lot of wastage. Now it only does this once, thank goodness.

Unfortunately I had to stick the initialisation inside the datum/reagents holder object's New() proc, since New() for map ojects gets called before world/New()

Fixed clean_blood() yet again *sigh*. It's probably as good as I'm gonna get it without changing loadsa stuff needlessly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4273 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-08-01 19:27:09 +00:00
parent a928428541
commit 187ecee177
7 changed files with 106 additions and 94 deletions
+34 -38
View File
@@ -281,10 +281,7 @@
this.viruses += newDisease
newDisease.holder = this
/atom/proc/clean_blood()
/atom/proc/clean_prints()
if(istype(fingerprints, /list))
//Smudge up dem prints some
for(var/P in fingerprints)
@@ -296,44 +293,43 @@
if(!fingerprints.len)
del(fingerprints)
/atom/proc/clean_blood()
if(istype(blood_DNA, /list))
//Cleaning blood off of mobs
if(istype(src, /mob/living/carbon))
var/mob/living/carbon/M = src
del(M.blood_DNA)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
H.gloves.clean_blood()
// H.update_inv_gloves(0) //Needs to be called even if we aren't wearing gloves.
else
H.bloody_hands = 0
H.update_inv_gloves(0) //because it handles bloody hands too
M.update_icons() //apply the now updated overlays to the mob
del(blood_DNA)
.=1
//Cleaning blood off of items
else if(istype(src, /obj/item))
var/obj/item/O = src
del(O.blood_DNA)
if(O.blood_overlay)
O.overlays.Remove(O.blood_overlay)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
//Cleaning blood off of turfs
else if(istype(src, /turf/simulated))
var/turf/simulated/T = src
del(T.blood_DNA)
if(T.icon_old)
var/icon/I = new /icon(T.icon_old, T.icon_state)
T.icon = I
//Cleaning blood off of mobs
if(istype(src, /mob/living/carbon))
var/mob/living/carbon/M = src
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0)
else
T.icon = initial(icon)
if(H.bloody_hands)
H.bloody_hands = 0
H.update_inv_gloves(0)
M.update_icons() //apply the now updated overlays to the mob
else if(!blood_DNA.len)
del(blood_DNA)
//Cleaning blood off of items
else if(istype(src, /obj/item))
var/obj/item/O = src
if(O.blood_overlay)
O.overlays.Remove(O.blood_overlay)
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
//Cleaning blood off of turfs
else if(istype(src, /turf/simulated))
var/turf/simulated/T = src
if(T.icon_old)
var/icon/I = new /icon(T.icon_old, T.icon_state)
T.icon = I
else
T.icon = initial(icon)
return
/atom/MouseDrop(atom/over_object as mob|obj|turf|area)
@@ -465,7 +465,7 @@ ________________________________________________________________________________
if(t_disk)
dat += "<a href='byond://?src=\ref[src];choice=Eject Disk'>Eject Disk</a><br>"
dat += "<ul>"
if(stored_research.len)//If there is stored research. Should be but just in case.
if(istype(stored_research,/list))//If there is stored research. Should be but just in case.
for(var/datum/tech/current_data in stored_research)
dat += "<li>"
dat += "[current_data.name]: [current_data.level]"
+10 -10
View File
@@ -208,22 +208,22 @@
if(M.l_hand)
M.l_hand.clean_blood()
if(M.wear_mask)
M.wear_mask.clean_blood()
M.update_inv_wear_mask(0)
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.head)
H.head.clean_blood()
H.update_inv_head(0)
if(H.head.clean_blood())
H.update_inv_head(0)
if(H.wear_suit)
H.wear_suit.clean_blood()
H.update_inv_wear_suit(0)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0)
else if(H.w_uniform)
H.w_uniform.clean_blood()
H.update_inv_w_uniform(0)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0)
if(H.shoes)
H.shoes.clean_blood()
H.update_inv_shoes(0)
if(H.shoes.clean_blood())
H.update_inv_shoes(0)
O.clean_blood()