Hopefully fixes conflicts.

This commit is contained in:
Neerti
2020-04-05 17:07:37 -04:00
188 changed files with 2624 additions and 1761 deletions
@@ -64,10 +64,9 @@
icon_state = "vehiclecrate"
/obj/structure/largecrate/vehicle/Initialize()
..()
spawn(1)
for(var/obj/O in contents)
O.update_icon()
. = ..()
for(var/obj/O in contents)
O.update_icon()
/obj/structure/largecrate/vehicle/bike
name = "spacebike crate"
@@ -61,18 +61,13 @@
/obj/structure/ghost_pod/automatic/Initialize()
. = ..()
spawn(delay_to_self_open)
if(src)
trigger()
addtimer(CALLBACK(src, .proc/trigger), delay_to_self_open)
/obj/structure/ghost_pod/automatic/trigger()
. = ..()
if(. == FALSE) // If we failed to get a volunteer, try again later if allowed to.
if(delay_to_try_again)
spawn(delay_to_try_again)
if(src)
trigger()
addtimer(CALLBACK(src, .proc/trigger), delay_to_try_again)
// This type is triggered by a ghost clicking on it, as opposed to a living player. A ghost query type isn't needed.
/obj/structure/ghost_pod/ghost_activated
@@ -197,16 +197,18 @@
P.rotate_auto(new_bearing)
/obj/structure/prop/prismcontrol/Initialize()
..()
. = ..()
if(my_turrets.len) //Preset controls.
for(var/obj/structure/prop/prism/P in my_turrets)
P.remote_dial = src
return
spawn()
for(var/obj/structure/prop/prism/P in orange(src, world.view)) //Don't search a huge area.
if(P.dialID == dialID && !P.remote_dial && P.external_control_lock)
my_turrets |= P
P.remote_dial = src
else
. = INITIALIZE_HINT_LATELOAD
/obj/structure/prop/prismcontrol/LateInitialize()
for(var/obj/structure/prop/prism/P in orange(src, world.view)) //Don't search a huge area.
if(P.dialID == dialID && !P.remote_dial && P.external_control_lock)
my_turrets |= P
P.remote_dial = src
/obj/structure/prop/prismcontrol/Destroy()
for(var/obj/structure/prop/prism/P in my_turrets)
@@ -8,11 +8,9 @@
buckle_lying = 0 //force people to sit up in chairs when buckled
var/propelled = 0 // Check for fire-extinguisher-driven chairs
/obj/structure/bed/chair/New()
..() //Todo make metal/stone chairs display as thrones
spawn(3) //sorry. i don't think there's a better way to do this.
update_layer()
return
/obj/structure/bed/chair/Initialize()
. = ..()
update_layer()
/obj/structure/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()