Fixed the three remaining gotos in the code. Here's hoping it doesn't break anything.

Also removed AI bleeding at 50% integrity. We'll see how it affects the balance.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1625 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
uporotiy
2011-05-28 14:17:09 +00:00
parent cbe6a8885c
commit d5251640e0
4 changed files with 28 additions and 22 deletions

View File

@@ -22,11 +22,13 @@ var/global/sent_strike_team = 0
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
TRYAGAIN
var/input = null
while(!input)
input = input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")
if(!input)
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
return
var/input = input(usr, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")
if(!input)
goto TRYAGAIN
sent_strike_team = 1
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)

View File

@@ -1,10 +1,16 @@
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
PickName
name = pick(ai_names)
for (var/mob/living/silicon/ai/A in world)
if (A.real_name == name)
goto PickName//It'll get stuck in an infinite loop if all default names are chosen but that's... a remote possibility.
real_name = name
var/list/possibleNames = ai_names
var/pickedName = null
while(!pickedName)
pickedName = pick(ai_names)
for (var/mob/living/silicon/ai/A in world)
if (A.real_name == pickedName && possibleNames.len > 1) //fixing the theoretically possible infinite loop
possibleNames -= pickedName
pickedName = null
real_name = pickedName
name = real_name
anchored = 1
canmove = 0
loc = loc

View File

@@ -1,13 +1,13 @@
/mob/living/silicon/ai/Life()
//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 == 2)
return
else
else //I'm not removing that shitton of tabs, unneeded as they are. -- Urist
//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
@@ -37,8 +37,8 @@
if (src.health <= -100.0)
death()
return
else if (src.health < 0 && !istype(src.loc, /obj/machinery/computer/aifixer))
src.oxyloss++
// else if (src.health < 0 && !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) ))