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synced 2026-07-12 15:45:25 +01:00
Okay shards converted to pool usage now.
Conflicts: code/game/machinery/computer/arcade.dm code/game/machinery/doors/windowdoor.dm code/game/machinery/telecomms/traffic_control.dm code/game/objects/structures/displaycase.dm code/modules/mining/mine_turfs.dm code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
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@@ -167,7 +167,7 @@ proc/move_mining_shuttle()
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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getFromPool(/obj/item/weapon/shard, loc)
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A.state = 3
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A.icon_state = "3"
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else
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@@ -353,12 +353,12 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
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if(5)
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var/quantity = rand(1,3)
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for(var/i=0, i<quantity, i++)
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new /obj/item/weapon/shard(src)
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getFromPool(/obj/item/weapon/shard, loc)
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if(6)
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var/quantity = rand(1,3)
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for(var/i=0, i<quantity, i++)
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new /obj/item/weapon/shard/plasma(src)
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getFromPool(/obj/item/weapon/shard/plasma, loc)
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if(7)
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var/obj/item/stack/sheet/mineral/uranium/R = new(src)
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@@ -388,6 +388,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
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/turf/simulated/mineral/random/high_chance_clown
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mineralChance = 40
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Clown" = 15)
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