Files
VOREStation/code/game/gamemodes/events/clang.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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/*
Immovable rod random event.
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
Everything solid in the way will be ex_act()'d
In my current plan for it, 'solid' will be defined as anything with density == 1
--NEOFite
*/
/obj/effect/immovablerod
name = "Immovable Rod"
desc = "What the fuck is that?"
icon = 'objects.dmi'
icon_state = "immrod"
throwforce = 100
density = 1
anchored = 1
Bump(atom/clong)
if (istype(clong, /turf))
if(clong.density)
clong.ex_act(2)
for (var/mob/O in hearers(src, null))
O.show_message("CLANG", 2)
if (istype(clong, /obj))
if(clong.density)
clong.ex_act(2)
for (var/mob/O in hearers(src, null))
O.show_message("CLANG", 2)
if (istype(clong, /mob))
if(clong.density || prob(10))
clong.meteorhit(src)
if(clong && prob(25))
src.loc = clong.loc
/proc/immovablerod()
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
var/startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = 187
startx = rand(41, 199)
endy = 38
endx = rand(41, 199)
if(EAST)
starty = rand(38, 187)
startx = 199
endy = rand(38, 187)
endx = 41
if(SOUTH)
starty = 38
startx = rand(41, 199)
endy = 187
endx = rand(41, 199)
if(WEST)
starty = rand(38, 187)
startx = 41
endy = rand(38, 187)
endx = 199
//rod time!
var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(locate(startx, starty, 1))
// world << "Rod in play, starting at [start.loc.x],[start.loc.y] and going to [end.loc.x],[end.loc.y]"
var/end = locate(endx, endy, 1)
spawn(0)
walk_towards(immrod, end,1)
sleep(1)
while (immrod)
if (immrod.z != 1)
immrod.z = 1
if(immrod.loc == end)
del(immrod)
sleep(10)
for(var/obj/effect/immovablerod/imm in world)
return
sleep(50)
command_alert("What the fuck was that?!", "General Alert")