Fixed some runtimes.

Virus2 has been effectively removed from the code as it was not actually used and was causing some runtimes.
The PA is now properly affected by meteors/blobs/bombs.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2903 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2012-01-02 22:12:36 +00:00
parent 3dcdccbd81
commit f12301d51a
15 changed files with 82 additions and 121 deletions
@@ -1015,33 +1015,6 @@
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
if(!virus2)
// the following is silly since it lets you infect people through glass
/*for(var/mob/living/carbon/M in oviewers(4,src))
if(M.virus2)
infect_virus2(src,M.virus2)*/
// instead we're going to use little floating disease objects
for(var/obj/virus/V in src.loc) if(src.get_infection_chance())
infect_virus2(src,V.disease)
for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
if(B.virus2)
infect_virus2(src,B.virus2)
else
virus2.activate(src)
// activate may have deleted the virus
if(!virus2) return
// check if we're immune
if(virus2.antigen & src.antibodies) virus2.dead = 1
if(src.get_infection_chance())
var/obj/virus/V = new(src.loc)
V.disease = src.virus2
return
@@ -626,16 +626,6 @@
D.cure()
return
if(!virus2)
for(var/mob/living/carbon/M in oviewers(4,src))
if(M.virus2)
infect_virus2(src,M.virus2)
for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
if(B.virus2)
infect_virus2(src,B.virus2)
else
virus2.activate(src)
check_if_buckled()
if (src.buckled)
+1 -15
View File
@@ -5,9 +5,6 @@
//Being dead doesn't mean your temperature never changes
var/turf/T = get_turf(src)
// if (isturf(T)) //let cryo/sleeper handle adjusting body temp in their respective alter_health procs
// src.bodytemperature = adjustBodyTemp(src.bodytemperature, (shuttlefloor ? shuttlefloor.temp : T.temp), 1.0) //TODO: DEFERRED
if (src.stat!=0)
src:cameraFollow = null
src:current = null
@@ -17,16 +14,6 @@
src.update_mind()
/*if (istype(T, /turf))
var/ficheck = src.firecheck(T)
if (ficheck)
src.adjustFireLoss(ficheck * 10)
src.updatehealth()
if (src.fire)
src.fire.icon_state = "fire1"
else if (src.fire)
src.fire.icon_state = "fire0"
*/ //TODO: DEFERRED
if (src.malfhack)
if (src.malfhack.aidisabled)
src << "\red ERROR: APC access disabled, hack attempt canceled."
@@ -39,8 +26,6 @@
if (src.health <= config.health_threshold_dead)
death()
return
// else if (src.health < config.health_threshold_crit && !istype(src.loc, /obj/machinery/computer/aifixer)) //Removing this for now, as it's bloody annoying. We'll see how it works -- Urist
// src.oxyloss++
if (src.machine)
if (!( src.machine.check_eye(src) ))
@@ -73,6 +58,7 @@
src.see_invisible = 2
var/area/home = get_area(src)
if(!home) return//something to do with malf fucking things up I guess.
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)