mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 03:57:48 +01:00
more cleanup
no more oranges, spliced in the vinestart stuff properly
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@@ -1,6 +1,12 @@
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/obj/effect/landmark
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var/abductor = 0
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/obj/effect/landmark/vines
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name = "vinestart"
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/obj/effect/landmark/vermin
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name = "verminstart"
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/obj/effect/landmark/late_antag
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name = "Antag Latespawn"
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var/antag_id
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@@ -98,7 +98,8 @@
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if(!istype(material))
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return
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var/list/dirs = list()
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for(var/turf/simulated/wall/W in orange(src, 1))
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var/inrange = orange(src, 1)
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for(var/turf/simulated/wall/W in inrange)
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if(!istype(W.material))
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continue
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if(propagate)
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@@ -106,11 +107,11 @@
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W.update_icon()
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if(can_join_with_wall(W))
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dirs += get_dir(src, W)
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for(var/obj/structure/low_wall/WF in orange(src, 1))
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for(var/obj/structure/low_wall/WF in inrange)
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if(can_join_with_low_wall(WF))
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dirs += get_dir(src, WF)
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special_wall_connections(dirs, orange(src, 1))
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special_wall_connections(dirs, inrange)
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wall_connections = dirs_to_corner_states(dirs)
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/turf/simulated/wall/proc/special_wall_connections(list/dirs, list/inrange)
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@@ -1,3 +1,5 @@
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var/list/vinestart = list()
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var/list/verminstart = list()
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var/list/awayabductors = list() // List of scatter landmarks for Abductors in Gateways
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var/list/eventdestinations = list() // List of scatter landmarks for VOREStation event portals
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var/list/eventabductors = list() // List of scatter landmarks for VOREStation abductor portals
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@@ -3,15 +3,10 @@
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/proc/spacevine_infestation(var/potency_min=70, var/potency_max=100, var/maturation_min=5, var/maturation_max=15)
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spawn() //to stop the secrets panel hanging
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var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
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for(var/areapath in typesof(/area/hallway))
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var/area/A = locate(areapath)
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for(var/turf/simulated/floor/F in A.contents)
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if(!F.check_density())
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turfs += F
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if(turfs.len) //Pick a turf to spawn at if we can
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var/turf/simulated/floor/T = pick(turfs)
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//VOREStation Edit Start - override random picking logic with preplaced spawns
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if(vinestart.len) //Pick a turf to spawn at if we can
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var/turf/simulated/floor/T = pick(vinestart)
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//VOREStation Edit End
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var/datum/seed/seed = SSplants.create_random_seed(1)
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seed.set_trait(TRAIT_SPREAD,2) // So it will function properly as vines.
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seed.set_trait(TRAIT_POTENCY,rand(potency_min, potency_max)) // 70-100 potency will help guarantee a wide spread and powerful effects.
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