Explosion buildmode now works

This commit is contained in:
Crazylemon64
2018-07-26 22:07:42 -07:00
parent cbd52db2be
commit ed05c2ec45
+5 -5
View File
@@ -351,13 +351,13 @@
if(BOOM_BUILDMODE)
devastation = input("Range of total devastation. -1 to none", text("Input")) as num|null
if(devastation == null) devastation = -1
var/heavy = input("Range of heavy impact. -1 to none", text("Input")) as num|null
heavy = input("Range of heavy impact. -1 to none", text("Input")) as num|null
if(heavy == null) heavy = -1
var/light = input("Range of light impact. -1 to none", text("Input")) as num|null
light = input("Range of light impact. -1 to none", text("Input")) as num|null
if(light == null) light = -1
var/flash = input("Range of flash. -1 to none", text("Input")) as num|null
flash = input("Range of flash. -1 to none", text("Input")) as num|null
if(flash == null) flash = -1
var/flames = input("Range of flames. -1 to none", text("Input")) as num|null
flames = input("Range of flames. -1 to none", text("Input")) as num|null
if(flames == null) flames = -1
if(SAVE_BUILDMODE)
@@ -629,7 +629,7 @@
L2.color = L.color
link_lines += L2
if(BOOM_BUILDMODE)
explosion(object, devastation, heavy, light, flash, null, null,flames)
explosion(object, devastation, heavy, light, flash, null, TRUE, flames)
if(SAVE_BUILDMODE)
if(!cornerA)
cornerA = select_tile(get_turf(object))