-Improved the singularity. It was using 3 for(in range) loops when it could be easily be brought down to a single loop.

-Changed grabbing's constructor to allow parameters for the grabber and the grabbee. (I made a simple little tweak and look at all the files I had to change :( )

-Easter Egg: Clowns have a chance of reducing or increasing the singularities energy. Upper and lower limit is 300 and -300.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4681 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-09-12 11:17:49 +00:00
parent 1d72e3c4e9
commit 2bc3ec67f1
10 changed files with 49 additions and 60 deletions
@@ -407,9 +407,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
M.put_in_active_hand(G)
@@ -371,9 +371,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -12,9 +12,7 @@
if(M == src) return
if (w_uniform)
w_uniform.add_fingerprint(M)
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
M.put_in_active_hand(G)
@@ -85,9 +85,7 @@
if("grab")
if(M == src) return 0
if(w_uniform) w_uniform.add_fingerprint(M)
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M)
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
M.put_in_active_hand(G)
@@ -503,9 +503,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -605,9 +603,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -223,9 +223,7 @@
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -294,9 +292,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -579,9 +579,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
@@ -253,9 +253,8 @@
return
if (nopush)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
grabbed_by += G
@@ -293,9 +292,7 @@
return
if (nopush)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
M.put_in_active_hand(G)
+5 -1
View File
@@ -242,8 +242,12 @@
return
/obj/item/weapon/grab/New()
/obj/item/weapon/grab/New(var/location, mob/user as mob, mob/affected as mob)
..()
src.loc = location
src.assailant = user
src.affecting = affected
// HUD
hud1 = new /obj/screen/grab( src )
hud1.icon_state = "reinforce"
hud1.name = "Reinforce Grab"