Fixed and cleaned up ZAS. Added some better sanity to explosion locations.

ZAS procs are now more standardized, needs more comments though.
Connections between zones now self-manage themselves, adjusting things if/when the turfs they are on change zones. (The check for this is very efficient and fast, but a bit hard to read codewise)
Zone share percent set to 4.  Seems to work well.
This commit is contained in:
SkyMarshal
2012-06-04 12:52:45 -07:00
parent 81efb76970
commit bfa48835f9
22 changed files with 538 additions and 332 deletions
@@ -258,7 +258,7 @@ var/global/list/uneatable = list(
if (istype(A,/obj/item/weapon/storage/backpack/holding))
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
explosion(get_turf(src),(dist),(dist*2),(dist*4))
return
if(istype(A, /obj/machinery/singularity))//Welp now you did it
@@ -266,7 +266,7 @@ var/global/list/uneatable = list(
src.energy += (S.energy/2)//Absorb most of it
del(S)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
explosion(get_turf(src),(dist),(dist*2),(dist*4))
return//Quits here, the obj should be gone, hell we might be
if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2