Cleanbot/dirt fix.

Now if a cleanbot cleans a tile, it will also set it's dirt value to 0
so a person walking back over the tile won't instantly create more dirt.

Conflicts:
	code/game/machinery/bots/cleanbot.dm
This commit is contained in:
Ccomp5950
2014-01-07 21:35:53 -06:00
committed by ZomgPonies
parent 4e7feaf624
commit 66b55f1ea4
+17 -11
View File
@@ -54,8 +54,8 @@
src.botcard = new /obj/item/weapon/card/id(src)
var/datum/job/janitor/J = new/datum/job/janitor
src.botcard.access = J.get_access()
src.locked = 0 // Start unlocked so roboticist can set them to patrol.
src.locked = 0 // Start unlocked so roboticist can set them to patrol.
if(radio_controller)
radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
@@ -311,16 +311,22 @@ text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"
target_types += /obj/effect/decal/cleanable/dirt
/obj/machinery/bot/cleanbot/proc/clean(var/obj/effect/decal/cleanable/target)
src.anchored = 1
src.icon_state = "cleanbot-c"
anchored = 1
icon_state = "cleanbot-c"
visible_message("\red [src] begins to clean up the [target]")
src.cleaning = 1
spawn(50)
src.cleaning = 0
cleaning = 1
var/cleantime = 50
if(istype(target,/obj/effect/decal/cleanable/dirt)) // Clean Dirt much faster
cleantime = 10
spawn(cleantime)
if(istype(loc,/turf/simulated))
var/turf/simulated/f = loc
f.dirt = 0
cleaning = 0
del(target)
src.icon_state = "cleanbot[src.on]"
src.anchored = 0
src.target = null
icon_state = "cleanbot[on]"
anchored = 0
target = null
/obj/machinery/bot/cleanbot/explode()
src.on = 0
@@ -358,4 +364,4 @@ text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
src.created_name = t