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* Okay evidently walk_to(A, B) doesn't stop when A reaches B, but keeps running in the background forever until it is manually canceled! Therefore in order to be garbage collected, we must cancel walking on any object that might have initiated it. * Fixes this on chemsmoke and spiders. * The same story applies to walk_towards; fixed for dust, meteors and immovablerod, and also to walk_away; fixed for flashbangs. * Also fixed chemsmoke actually getting qdeled at the right time.
130 lines
3.2 KiB
Plaintext
130 lines
3.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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Space dust
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Commonish random event that causes small clumps of "space dust" to hit the station at high speeds.
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No command report on the common version of this event.
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The "dust" will damage the hull of the station causin minor hull breaches.
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*/
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/proc/dust_swarm(var/strength = "weak")
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var/numbers = 1
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switch(strength)
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if("weak")
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numbers = rand(2,4)
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for(var/i = 0 to numbers)
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new/obj/effect/space_dust/weak()
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if("norm")
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numbers = rand(5,10)
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for(var/i = 0 to numbers)
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new/obj/effect/space_dust()
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if("strong")
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numbers = rand(10,15)
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for(var/i = 0 to numbers)
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new/obj/effect/space_dust/strong()
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if("super")
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numbers = rand(15,25)
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for(var/i = 0 to numbers)
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new/obj/effect/space_dust/super()
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return
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/obj/effect/space_dust
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name = "Space Dust"
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desc = "Dust in space."
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icon = 'icons/obj/meteor.dmi'
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icon_state = "space_dust"
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density = 1
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anchored = 1
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var/strength = 2 //ex_act severity number
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var/life = 2 //how many things we hit before qdel(src)
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weak
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strength = 3
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life = 1
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strong
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strength = 1
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life = 6
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super
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strength = 1
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life = 40
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New()
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..()
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var/startx = 0
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var/starty = 0
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var/endy = 0
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var/endx = 0
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var/startside = pick(cardinal)
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switch(startside)
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if(NORTH)
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starty = world.maxy-(TRANSITIONEDGE+1)
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startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
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endy = TRANSITIONEDGE
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endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
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if(EAST)
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starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
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startx = world.maxx-(TRANSITIONEDGE+1)
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endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
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endx = TRANSITIONEDGE
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if(SOUTH)
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starty = (TRANSITIONEDGE+1)
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startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
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endy = world.maxy-TRANSITIONEDGE
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endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
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if(WEST)
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starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
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startx = (TRANSITIONEDGE+1)
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endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
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endx = world.maxx-TRANSITIONEDGE
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var/z_level = pick(using_map.station_levels)
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var/goal = locate(endx, endy, z_level)
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src.x = startx
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src.y = starty
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src.z = z_level
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spawn(0)
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walk_towards(src, goal, 1)
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return
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Destroy()
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walk(src, 0) // Because we might have called walk_towards, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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return ..()
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touch_map_edge()
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qdel(src)
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Bump(atom/A)
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spawn(0)
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if(prob(50))
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for(var/mob/M in range(10, src))
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if(!M.stat && !istype(M, /mob/living/silicon/ai))
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shake_camera(M, 3, 1)
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if (A)
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playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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if(ismob(A))
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A.ex_act(strength)//This should work for now I guess
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else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
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A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
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life--
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if(life <= 0)
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walk(src,0)
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qdel(src)
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return 0
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return
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Bumped(atom/A)
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Bump(A)
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return
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ex_act(severity)
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qdel(src)
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return
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