- Object tree grouped a bit more.

Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2011-10-03 06:54:28 +00:00
parent 1706e00d3b
commit e8c6b08419
276 changed files with 6418 additions and 6418 deletions
+37 -37
View File
@@ -4,15 +4,15 @@
#define CYBER 1
#define SPELL 2
/obj/organstructure //used obj for the "contents" var
/obj/effects/organstructure //used obj for the "contents" var
name = "organs"
var/obj/item/weapon/cell/mainPowerCell = null //for ease of refernce for installed c. implants
var/species = "mob" //for speaking in unknown languages purposes
var/obj/organ/limb/arms/arms = null
var/obj/organ/limb/legs/legs = null
var/obj/organ/chest/chest = null
var/obj/effects/organ/limb/arms/arms = null
var/obj/effects/organ/limb/legs/legs = null
var/obj/effects/organ/chest/chest = null
proc/FindMainPowercell()
if(chest) //priority goes to chest implant, if there is one
@@ -20,7 +20,7 @@
mainPowerCell = chest.cell
return
var/list/organs = GetAllContents()
for(var/obj/organ/otherOrgan in organs) //otherwise, maybe some other organ fits the criteria?
for(var/obj/effects/organ/otherOrgan in organs) //otherwise, maybe some other organ fits the criteria?
if((otherOrgan.organType & CYBER) && otherOrgan.canExportPower && otherOrgan.cell)
mainPowerCell = otherOrgan:cell
return
@@ -30,7 +30,7 @@
proc/GetSpeciesName()
var/list/speciesPresent = list()
for(var/obj/organ/organ in src) //only external organs count, since it's judging by the appearance
for(var/obj/effects/organ/organ in src) //only external organs count, since it's judging by the appearance
if(speciesPresent[organ.species])
speciesPresent[organ.species]++
else
@@ -57,9 +57,9 @@
proc/RecalculateStructure()
var/list/organs = GetAllContents()
arms = locate(/obj/organ/limb/arms) in organs
legs = locate(/obj/organ/limb/legs) in organs
chest = locate(/obj/organ/chest) in organs
arms = locate(/obj/effects/organ/limb/arms) in organs
legs = locate(/obj/effects/organ/limb/legs) in organs
chest = locate(/obj/effects/organ/chest) in organs
GetSpeciesName()
FindMainPowercell()
@@ -70,7 +70,7 @@
set background = 1
var/list/organs = GetAllContents()
for(var/obj/organ/organ in organs)
for(var/obj/effects/organ/organ in organs)
organ.ProcessOrgan()
return
@@ -79,31 +79,31 @@
..()
RecalculateStructure()
/obj/organstructure/human
/obj/effects/organstructure/human
name = "human organs"
New()
//new /obj/organ/limb/arms/human(src)
//new /obj/organ/limb/legs/human(src)
new /obj/organ/chest/human(src)
//new /obj/effects/organ/limb/arms/human(src)
//new /obj/effects/organ/limb/legs/human(src)
new /obj/effects/organ/chest/human(src)
..()
/obj/organstructure/cyber
/obj/effects/organstructure/cyber
name = "cyborg organs"
New()
//new /obj/organ/limb/arms/cyber(src)
//new /obj/organ/limb/legs/cyber(src)
new /obj/organ/chest/cyber(src)
//new /obj/effects/organ/limb/arms/cyber(src)
//new /obj/effects/organ/limb/legs/cyber(src)
new /obj/effects/organ/chest/cyber(src)
..()
/obj/organ
/obj/effects/organ
name = "organ"
//All types
var/organType = 0 //CYBER and SPELL go here
var/species = "mob"
var/obj/organstructure/rootOrganStructure = null
var/obj/effects/organstructure/rootOrganStructure = null
New(location)
..()
@@ -111,10 +111,10 @@
rootOrganStructure = FindRootStructure()
proc/FindRootStructure()
if(istype(loc,/obj/organ))
var/obj/organ/parent = loc
if(istype(loc,/obj/effects/organ))
var/obj/effects/organ/parent = loc
return parent.FindRootStructure()
else if(istype(loc,/obj/organstructure))
else if(istype(loc,/obj/effects/organstructure))
return loc
return null
@@ -159,23 +159,23 @@
active = 0
return
/obj/organ/limb
/obj/effects/organ/limb
name = "limb"
/obj/organ/limb/arms
/obj/effects/organ/limb/arms
name = "arms"
var/minDamage = 5 //punching damage
var/maxDamage = 5
// var/strangleDelay = 1 //The code is a bit too complicated for that right now
/obj/organ/limb/arms/human
/obj/effects/organ/limb/arms/human
name = "human arms"
species = "human"
minDamage = 1
maxDamage = 9
/obj/organ/limb/arms/cyber
/obj/effects/organ/limb/arms/cyber
name = "cyborg arms"
species = "cyborg"
organType = CYBER
@@ -192,18 +192,18 @@
maxDamage = 3
/obj/organ/limb/legs
/obj/effects/organ/limb/legs
name = "legs"
var/moveRunDelay = 1 //not sure about how that works
var/moveWalkDelay = 7
//var/knockdownResist = 0
/obj/organ/limb/legs/human
/obj/effects/organ/limb/legs/human
name = "human legs"
species = "human"
/obj/organ/limb/legs/cyber
/obj/effects/organ/limb/legs/cyber
name = "cyborg legs"
species = "cyborg"
organType = CYBER
@@ -220,21 +220,21 @@
moveWalkDelay = 10
/obj/organ/chest
/obj/effects/organ/chest
name = "chest"
var/maxHealth = 50 //right now, the mob's (only humans for now) health depends only on it. Will be fixed later
/obj/organ/chest/human
/obj/effects/organ/chest/human
name = "human chest"
species = "human"
maxHealth = 100
New()
..()
new /obj/organ/limb/arms/human(src)
new /obj/organ/limb/legs/human(src)
new /obj/effects/organ/limb/arms/human(src)
new /obj/effects/organ/limb/legs/human(src)
/obj/organ/chest/cyber
/obj/effects/organ/chest/cyber
name = "cyborg chest"
species = "cyborg"
organType = CYBER
@@ -245,8 +245,8 @@
..()
cell = new /obj/item/weapon/cell/high(src)
cell.charge = cell.maxcharge
new /obj/organ/limb/arms/cyber(src)
new /obj/organ/limb/legs/cyber(src)
new /obj/effects/organ/limb/arms/cyber(src)
new /obj/effects/organ/limb/legs/cyber(src)
Activate()
..()