-Worked on mech fabs a bit more, replaced the has_var() proc with just the BYOND proc, since that's all it did anyways. Tweaked another part that wasn't silently discarding junk correctly. This is probably due to the lack of type-casting now, but even when I crammed areas and null refs into the fabs, they didn't runtime, and operated as intended.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4502 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-08-20 05:59:46 +00:00
parent 067b474cca
commit f1bfcfb2cf
2 changed files with 10 additions and 14 deletions
-4
View File
@@ -762,10 +762,6 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
if(A.vars.Find(lowertext(varname))) return 1
else return 0
/proc/has_var(var/atom/A, var/varname)//Object, non case-sensitive version
if(A.vars.Find(varname)) return 1
else return 0
//Takes: Area type as text string or as typepath OR an instance of the area.
//Returns: A list of all areas of that type in the world.
/proc/get_areas(var/areatype)