special_role/objective refactor

Refactored most instances of special_role setting/checking to use new
SPECIAL_ROLE_X defines in code/__DEFINES/gamemode.dm

Removed relative pathing from objective.dm and split large if statements
into multiple, plus a bunch of styling fixes

Refactored every instance of `istype(ticker.mode` into a GAMEMODE_IS_X
define in code/__DEFINES/gamemode.dm. Done primarily for when someone gets
around to making gamemode code less AWFUL
This commit is contained in:
Tigercat2000
2016-08-01 21:29:19 -07:00
parent 0bb08d49c8
commit 9f3cdb43f7
58 changed files with 745 additions and 2154 deletions

View File

@@ -91,7 +91,7 @@
/obj/effect/blob/core/proc/create_overmind(var/client/new_overmind, var/override_delay)
if(overmind_get_delay > world.time && !override_delay)
return
overmind_get_delay = world.time + 3000 // 5 minutes
if(overmind)
@@ -99,7 +99,7 @@
var/mob/C = null
var/list/candidates = list()
spawn()
if(!new_overmind)
candidates = pollCandidates("Do you want to play as a blob?", ROLE_BLOB, 1)
@@ -115,7 +115,7 @@
src.overmind = B
color = overmind.blob_reagent_datum.color
if(B.mind && !B.mind.special_role)
B.mind.special_role = "Blob Overmind"
B.mind.special_role = SPECIAL_ROLE_BLOB_OVERMIND
spawn(0)
if(is_offspring)
B.verbs -= /mob/camera/blob/verb/split_consciousness