Arcade duplication fix

Arcade machines should no longer spawn additional arcade machines after
spawning additional arcade machines after spawning additional...
This commit is contained in:
FalseIncarnate
2016-09-26 23:48:50 -04:00
parent e5de2cb483
commit 755b282b6d
+6 -5
View File
@@ -12,13 +12,14 @@
var/freeplay = 0 //for debugging and admin kindness
var/token_price = 0
var/last_winner = null //for letting people who to hunt down and steal prizes from
var/window_name = "arcade" //in case you want to change the window name for certain machines
var/window_name = "arcade" //the window name for arcade machines (also prevents New() from spawning a new machine, so make sure you change this for subtypes)
/obj/machinery/arcade/New()
..()
var/choice = pick(subtypesof(/obj/machinery/arcade))
new choice(loc)
qdel(src)
if(window_name == "arcade") //if the window_name is not changed, this will assume it is the base type and spawn a new subtype machine in its place.
var/choice = pick(subtypesof(/obj/machinery/arcade))
new choice(loc)
qdel(src)
/obj/machinery/arcade/examine(mob/user)
..(user)
@@ -76,7 +77,7 @@
if(pay_with_cash(C, user))
tokens += 1
return
if(panel_open&& component_parts && istype(O, /obj/item/weapon/crowbar))
if(panel_open && component_parts && istype(O, /obj/item/weapon/crowbar))
default_deconstruction_crowbar(O)
/obj/machinery/arcade/update_icon()