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synced 2026-08-22 11:37:40 +01:00
Cleaned up metroid/life() and metroid/AIprocess().
- Reduced metroid sight range from 12 to 7. - Reduced metroid target hunting range from 30 to 7. - Removed unnecessary loops and checks. - I didn't do much with AIprocess() but it could really use some more work. Cleaned out unnecessary checks from porta_turret process() and reduced the range from 12 to 7. Removed handle_virus_updates from brains, metroids and aliens since there are no viruses that affect them. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4174 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -23,7 +23,7 @@
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req_access = list(access_security)
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power_channel = EQUIP // drains power from the EQUIPMENT channel
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var/lasercolor = ""
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var/lasercolor = "" // Something to do with lasertag turrets, blame Sieve for not adding a comment.
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var/raised = 0 // if the turret cover is "open" and the turret is raised
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var/raising= 0 // if the turret is currently opening or closing its cover
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var/health = 80 // the turret's health
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@@ -434,10 +434,12 @@ Status: []<BR>"},
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src.cover = new /obj/machinery/porta_turret_cover(src.loc) // if the turret has no cover and is anchored, give it a cover
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src.cover.Parent_Turret = src // assign the cover its Parent_Turret, which would be this (src)
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if(stat & (NOPOWER|BROKEN))
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// if the turret has no power or is broken, make the turret pop down if it hasn't already
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popDown()
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return
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if(!on)
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// if the turret is off, make it pop down
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popDown()
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@@ -447,11 +449,11 @@ Status: []<BR>"},
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var/list/secondarytargets = list() // targets that are least important
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if(src.check_anomalies) // if its set to check for xenos/carps, check for non-mob "crittersssss"
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for (var/obj/effect/critter/L in view(12,src))
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for (var/obj/effect/critter/L in view(7,src))
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if(L.alive)
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targets += L
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for (var/mob/living/carbon/C in view(12,src)) // loops through all living carbon-based lifeforms in view(12)
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for (var/mob/living/carbon/C in view(7,src)) // loops through all living carbon-based lifeforms in view(12)
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if(istype(C, /mob/living/carbon/alien) && src.check_anomalies) // git those fukken xenos
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if(!C.stat) // if it's dead/dying, there's no need to keep shooting at it.
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targets += C
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@@ -464,10 +466,10 @@ Status: []<BR>"},
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continue // move onto next potential victim!
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var/dst = get_dist(src, C) // if it's too far away, why bother?
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if (dst > 12)
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if (dst > 7)
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continue
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if(!istype(C, /mob/living/silicon) && ai) // If it's set to attack all nonsilicons, target them!
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if(ai) // If it's set to attack all nonsilicons, target them!
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if(C.lying)
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if(lasercolor)
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continue
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@@ -482,7 +484,7 @@ Status: []<BR>"},
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if(src.assess_perp(C)<4)
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continue // if threat level < 4, keep going
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else if (istype(C, /mob/living/carbon/monkey) || istype(C, /mob/living/silicon))
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else if (istype(C, /mob/living/carbon/monkey))
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continue // Don't target monkeys or borgs/AIs you dumb shit
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if (C.lying) // if the perp is lying down, it's still a target but a less-important target
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