Fixes vine/infestation events not working with new lighting

Also adds a helper for finding whether there are any simulated atoms on a turf
This commit is contained in:
GinjaNinja32
2015-06-02 16:56:10 +01:00
parent daff60f8e3
commit 24adb8eb42
3 changed files with 8 additions and 6 deletions
+1 -5
View File
@@ -58,14 +58,10 @@
spawn_area_type = /area/security/tactical
locstring = "tactical equipment storage"
//world << "looking for [spawn_area_type]"
for(var/areapath in typesof(spawn_area_type))
//world << " checking [areapath]"
var/area/A = locate(areapath)
//world << " A: [A], contents.len: [A.contents.len]"
//world << " B: [B], contents.len: [B.contents.len]"
for(var/turf/simulated/floor/F in A.contents)
if(!F.contents.len)
if(turf_clear(F))
turfs += F
var/list/spawn_types = list()
@@ -7,7 +7,7 @@
for(var/areapath in typesof(/area/hallway))
var/area/A = locate(areapath)
for(var/turf/simulated/floor/F in A.contents)
if(!F.contents.len)
if(turf_clear(F))
turfs += F
if(turfs.len) //Pick a turf to spawn at if we can