- I attempted to group together some code in human.life() when I was doing the breathing updates. The code I wanted to group was the code that handles the situation when you are located inside another object - this code is copy-pasted into 4 places in this proc. So I started deleting them, but then abandoned the attempt. Apparently I did not press undo enough times, causing two of the code segments to be left out. This meant that only turfs now facilitated breaths, objects did so only in specific situations.

Thank you Noddie, love you! :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4289 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-08-02 19:16:45 +00:00
parent 9dd0174d90
commit 1accaf48d4

View File

@@ -260,7 +260,10 @@
//No breath from internal atmosphere so get breath from location
if(!breath)
if(isturf(loc))
if(isobj(loc))
var/obj/location_as_object = loc
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
else if(isturf(loc))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
@@ -293,6 +296,9 @@
break // If they breathe in the nasty stuff once, no need to continue checking
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
handle_breath(breath)