Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)

Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
This commit is contained in:
SkyMarshal
2013-04-17 00:45:36 -07:00
parent e8d7cc1e61
commit 8c39c0ffb0
9 changed files with 91 additions and 21 deletions
+6 -7
View File
@@ -38,12 +38,6 @@ datum/controller/game_controller/New()
del(master_controller)
master_controller = src
createRandomZlevel()
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
@@ -55,10 +49,15 @@ datum/controller/game_controller/New()
if(!ticker) ticker = new /datum/controller/gameticker()
if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
createRandomZlevel()
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
setup_objects()
setupgenetics()
setupfactions()