Fixes the decompiler. Adds spiderlings, broken globes, mice and lizards as valid targets.

Conflicts:
	code/modules/mob/living/silicon/robot/drone/drone_items.dm
This commit is contained in:
Zuhayr
2014-05-12 12:42:09 +09:30
committed by ZomgPonies
parent 2e545095f7
commit 50873adbf8
@@ -130,22 +130,63 @@
//Used to give the right message.
var/grabbed_something = 0
for(var/obj/item/W in T)
for(var/mob/M in T)
if(istype(M,/mob/living/simple_animal/lizard) || istype(M,/mob/living/simple_animal/mouse))
src.loc.visible_message("\red [src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.","\red It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.")
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
del(M)
stored_comms["wood"]++
stored_comms["wood"]++
stored_comms["plastic"]++
stored_comms["plastic"]++
return
else
continue
for(var/obj/W in T)
//Different classes of items give different commodities.
if(istype(W,/obj/item/trash))
if(istype(W,/obj/effect/spider/spiderling))
stored_comms["wood"]++
stored_comms["wood"]++
stored_comms["plastic"]++
stored_comms["plastic"]++
else if(istype(W,/obj/item/weapon/light))
var/obj/item/weapon/light/L = W
if(L.status >= 2) //In before someone changes the inexplicably local defines. ~ Z
stored_comms["metal"]++
stored_comms["glass"]++
else
continue
else if(istype(W,/obj/effect/decal/remains/robot))
stored_comms["metal"]++
stored_comms["metal"]++
stored_comms["plastic"]++
stored_comms["plastic"]++
stored_comms["glass"]++
else if(istype(W,/obj/item/trash))
stored_comms["metal"]++
stored_comms["plastic"]++
stored_comms["plastic"]++
else if(istype(W,/obj/effect/decal/cleanable/robot_debris))
stored_comms["metal"]++
stored_comms["metal"]++
stored_comms["glass"]++
stored_comms["glass"]++
else if(istype(W,/obj/item/ammo_casing))
stored_comms["metal"]++
else if(istype(W,/obj/item/weapon/shard/shrapnel))
stored_comms["metal"]++
stored_comms["metal"]++
stored_comms["metal"]++
else if(istype(W,/obj/item/weapon/shard))
stored_comms["glass"]++
stored_comms["glass"]++
stored_comms["glass"]++
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks/grown))
stored_comms["wood"]++
stored_comms["wood"]++
stored_comms["wood"]++
stored_comms["wood"]++
else
continue