Fix deathsquad teleporter

This commit is contained in:
Markolie
2015-08-09 17:50:14 +02:00
parent d93351a0e7
commit f4ed3cee8b
+12 -8
View File
@@ -304,14 +304,18 @@
visible_message("Cannot locate any mass driver of that ID. Cancelling firing sequence!")
return
if(teleporter_dest)
for(var/obj/structure/deathsquad_tele/D in world)
if(D.z != src.z) continue
if(D.id_tag == ident_tag)
D.icon_state = "tele1"
D.ztarget = teleporter_dest
D.density = 1
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.invisibility = 101//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.target = pick(spawn_marauder)//Where the marauder will arrive.
spawn_marauder.Remove(P.target)
for(var/obj/machinery/door/poddoor/M in world)
if(M.z != src.z) continue
if(M.id_tag == ident_tag)