Fix some CanPass stuff

This commit is contained in:
Aronai Sieyes
2021-07-27 21:18:41 -04:00
parent 8d2f4f66b7
commit 6c797b906d
4 changed files with 11 additions and 11 deletions
-8
View File
@@ -3,14 +3,6 @@
/atom/var/pressure_resistance = ONE_ATMOSPHERE
/atom/var/can_atmos_pass = ATMOS_PASS_YES
// Purpose: Determines if the object can pass this atom.
// Called by: Movement.
// Inputs: The moving atom, target turf.
// Outputs: Boolean if can pass.
// Airflow and ZAS zones now uses CanZASPass() instead of this proc.
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
// Purpose: Determines if airflow is allowed between T and loc.
// Called by: Airflow.
// Inputs: The turf the airflow is from, which may not be the same as loc. is_zone is for conditionally disallowing merging.
+1 -1
View File
@@ -170,7 +170,7 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
continue
//Spread the fire.
if(prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && my_tile.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, my_tile, 0,0))
if(prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && my_tile.CanPass(src, enemy_tile) && enemy_tile.CanPass(src, my_tile))
enemy_tile.create_fire(firelevel)
else