mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
removes a bunch of unneeded spawns
spawns have a high overhead. I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
This commit is contained in:
@@ -292,10 +292,13 @@
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/atom/movable/var/pressure_resistance = 5
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/atom/movable/proc/experience_pressure_difference(pressure_difference, direction)
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set waitfor = 0
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. = 0
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if(!anchored && !pulledby)
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. = 1
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if(pressure_difference > pressure_resistance)
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spawn step(src, direction)
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return 1
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step(src, direction)
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@@ -26,10 +26,13 @@ var/datum/subsystem/timer/SStimer
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if (!event.thingToCall || qdeleted(event.thingToCall))
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qdel(event)
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if (event.timeToRun <= world.time)
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spawn(-1)
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call(event.thingToCall, event.procToCall)(arglist(event.argList))
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runevent(event)
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qdel(event)
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/datum/subsystem/timer/proc/runevent(datum/timedevent/event)
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set waitfor = 0
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call(event.thingToCall, event.procToCall)(arglist(event.argList))
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/datum/timedevent
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var/thingToCall
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var/procToCall
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@@ -135,32 +135,32 @@
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if(work_sound)
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playsound(src, work_sound, 50, 1)
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icon_state = icon_creating
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spawn(30)
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sleep 30
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icon_state = icon_on
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metal -= metal_cost
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glass -= glass_cost
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if(metal < 0)
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metal = 0
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if(glass < 0)
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glass = 0
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if(power_used)
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use_power(power_used)
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new dispense_type(loc)
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if(create_sound)
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playsound(src, create_sound, 50, 1)
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if(end_create_message)
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visible_message("<span class='notice'>[src] [end_create_message]</span>")
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icon_state = icon_recharging
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sleep(cooldownTime)
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if(stat != BROKEN)
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icon_state = icon_on
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metal -= metal_cost
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glass -= glass_cost
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if(metal < 0)
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metal = 0
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if(glass < 0)
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glass = 0
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if(power_used)
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use_power(power_used)
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new dispense_type(loc)
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if(create_sound)
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playsound(src, create_sound, 50, 1)
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if(end_create_message)
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visible_message("<span class='notice'>[src] [end_create_message]</span>")
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icon_state = icon_recharging
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spawn(cooldownTime)
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if(stat != BROKEN)
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icon_state = icon_on
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else
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icon_state = icon_off
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droneMadeRecently = 0
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if(recharge_sound)
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playsound(src, recharge_sound, 50, 1)
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if(recharge_message)
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visible_message("<span class='notice'>[src] [recharge_message]</span>")
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else
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icon_state = icon_off
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droneMadeRecently = 0
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if(recharge_sound)
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playsound(src, recharge_sound, 50, 1)
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if(recharge_message)
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visible_message("<span class='notice'>[src] [recharge_message]</span>")
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/obj/machinery/droneDispenser/attackby(obj/item/O, mob/living/user)
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if(istype(O, /obj/item/stack))
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@@ -504,8 +504,7 @@
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if(!tryToShootAt(targets))
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if(!always_up)
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spawn()
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popDown() // no valid targets, close the cover
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popDown() // no valid targets, close the cover
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/obj/machinery/porta_turret/proc/tryToShootAt(list/atom/movable/targets)
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@@ -44,9 +44,12 @@
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/obj/machinery/status_display/New()
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..()
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spawn(5) // must wait for map loading to finish
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if(SSradio)
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SSradio.add_object(src, frequency)
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if(SSradio)
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SSradio.add_object(src, frequency)
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/obj/machinery/status_display/initialize()
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if(SSradio)
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SSradio.add_object(src, frequency)
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/obj/machinery/status_display/Destroy()
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if(SSradio)
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@@ -114,9 +114,8 @@
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wires.Interact(user)
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if(!open_panel)
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if(!active)
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spawn()
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settings(user)
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return
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settings(user)
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return
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else if(anchored)
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user << "<span class='warning'>The bomb is bolted to the floor!</span>"
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return
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@@ -88,18 +88,18 @@
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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var/datum/disease/ND = D.Copy(1)
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b.viruses += ND
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ND.holder = b
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if (step_to(src, get_step(src, direction), 0))
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break
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set waitfor = 0
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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var/datum/disease/ND = D.Copy(1)
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b.viruses += ND
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ND.holder = b
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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@@ -14,19 +14,19 @@
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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if (prob(40))
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new /obj/effect/decal/cleanable/oil/streak(src.loc)
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else if (prob(10))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if (step_to(src, get_step(src, direction), 0))
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break
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set waitfor = 0
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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if (prob(40))
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new /obj/effect/decal/cleanable/oil/streak(src.loc)
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else if (prob(10))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/robot_debris/ex_act()
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return
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@@ -14,6 +14,7 @@
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/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0 ,silent = 0)
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set waitfor = 0
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src = null //so we don't abort once src is deleted
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epicenter = get_turf(epicenter)
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@@ -30,126 +31,125 @@
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flash_range = min (MAX_EX_FLASH_RANGE, flash_range)
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flame_range = min (MAX_EX_FLAME_RANGE, flame_range)
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spawn(0)
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var/start = world.timeofday
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if(!epicenter) return
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var/start = world.timeofday
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if(!epicenter) return
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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var/list/cached_exp_block = list()
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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var/list/cached_exp_block = list()
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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if(!silent)
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var/frequency = get_rand_frequency()
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for(var/mob/M in player_list)
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// Double check for client
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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if(!silent)
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var/frequency = get_rand_frequency()
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for(var/mob/M in player_list)
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// Double check for client
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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//postpone processing for a bit
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var/postponeCycles = max(round(devastation_range/8),1)
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SSlighting.postpone(postponeCycles)
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SSmachine.postpone(postponeCycles)
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//postpone processing for a bit
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var/postponeCycles = max(round(devastation_range/8),1)
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SSlighting.postpone(postponeCycles)
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SSmachine.postpone(postponeCycles)
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if(heavy_impact_range > 1)
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var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
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E.set_up(epicenter)
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E.start()
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if(heavy_impact_range > 1)
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var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
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E.set_up(epicenter)
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E.start()
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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var/list/affected_turfs = trange(max_range, epicenter)
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var/list/affected_turfs = trange(max_range, epicenter)
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if(config.reactionary_explosions)
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for(var/turf/T in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
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cached_exp_block[T] = 0
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if(T.density && T.explosion_block)
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cached_exp_block[T] += T.explosion_block
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for(var/obj/machinery/door/D in T)
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if(D.density && D.explosion_block)
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cached_exp_block[T] += D.explosion_block
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for(var/obj/structure/window/W in T)
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if(W.reinf && W.fulltile)
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cached_exp_block[T] += W.explosion_block
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for(var/obj/effect/blob/B in T)
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cached_exp_block[T] += B.explosion_block
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for(var/turf/T in affected_turfs)
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var/dist = cheap_hypotenuse(T.x, T.y, x0, y0)
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if(config.reactionary_explosions)
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for(var/turf/T in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
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cached_exp_block[T] = 0
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if(T.density && T.explosion_block)
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cached_exp_block[T] += T.explosion_block
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var/turf/Trajectory = T
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while(Trajectory != epicenter)
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Trajectory = get_step_towards(Trajectory, epicenter)
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dist += cached_exp_block[Trajectory]
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for(var/obj/machinery/door/D in T)
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if(D.density && D.explosion_block)
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cached_exp_block[T] += D.explosion_block
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var/flame_dist = 0
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var/throw_dist = dist
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for(var/obj/structure/window/W in T)
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if(W.reinf && W.fulltile)
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cached_exp_block[T] += W.explosion_block
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if(dist < flame_range)
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flame_dist = 1
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for(var/obj/effect/blob/B in T)
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cached_exp_block[T] += B.explosion_block
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else dist = 0
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for(var/turf/T in affected_turfs)
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//------- TURF FIRES -------
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var/dist = cheap_hypotenuse(T.x, T.y, x0, y0)
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if(T)
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if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
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PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience!
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if(dist > 0)
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T.ex_act(dist)
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if(config.reactionary_explosions)
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var/turf/Trajectory = T
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while(Trajectory != epicenter)
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Trajectory = get_step_towards(Trajectory, epicenter)
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dist += cached_exp_block[Trajectory]
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//--- THROW ITEMS AROUND ---
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var/flame_dist = 0
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var/throw_dist = dist
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if(dist < flame_range)
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flame_dist = 1
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else dist = 0
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//------- TURF FIRES -------
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if(T)
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if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
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PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience!
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if(dist > 0)
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T.ex_act(dist)
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//--- THROW ITEMS AROUND ---
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var/throw_dir = get_dir(epicenter,T)
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for(var/obj/item/I in T)
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if(I && !I.anchored)
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var/throw_range = rand(throw_dist, max_range)
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var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
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I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Reset when it finishes throwing, regardless of hitting anything)
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I.throw_at_fast(throw_at, throw_range, 2)//Throw it at 2 speed, this is purely visual anyway.
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var/throw_dir = get_dir(epicenter,T)
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for(var/obj/item/I in T)
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if(I && !I.anchored)
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var/throw_range = rand(throw_dist, max_range)
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var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
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I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Reset when it finishes throwing, regardless of hitting anything)
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I.throw_at_fast(throw_at, throw_range, 2)//Throw it at 2 speed, this is purely visual anyway.
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|
||||
|
||||
var/took = (world.timeofday-start)/10
|
||||
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
|
||||
if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
|
||||
var/took = (world.timeofday-start)/10
|
||||
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
|
||||
if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
|
||||
|
||||
//Machines which report explosions.
|
||||
for(var/array in doppler_arrays)
|
||||
var/obj/machinery/doppler_array/A = array
|
||||
A.sense_explosion(epicenter,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
|
||||
|
||||
//Machines which report explosions.
|
||||
for(var/array in doppler_arrays)
|
||||
var/obj/machinery/doppler_array/A = array
|
||||
A.sense_explosion(epicenter,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -20,8 +20,7 @@
|
||||
|
||||
/obj/item/device/radio/intercom/attack_ai(mob/user)
|
||||
src.add_fingerprint(user)
|
||||
spawn (0)
|
||||
attack_self(user)
|
||||
attack_self(user)
|
||||
|
||||
/obj/item/device/radio/intercom/attack_paw(mob/user)
|
||||
return src.attack_hand(user)
|
||||
@@ -29,8 +28,7 @@
|
||||
|
||||
/obj/item/device/radio/intercom/attack_hand(mob/user)
|
||||
src.add_fingerprint(user)
|
||||
spawn (0)
|
||||
attack_self(user)
|
||||
attack_self(user)
|
||||
|
||||
/obj/item/device/radio/intercom/receive_range(freq, level)
|
||||
if (!on)
|
||||
|
||||
@@ -40,16 +40,15 @@ effective or pretty fucking useless.
|
||||
add_logs(user, null, "knocked down people in the area", src)
|
||||
|
||||
for(var/mob/living/carbon/human/M in ultra_range(10, user, 1))
|
||||
spawn()
|
||||
if(prob(50))
|
||||
if(prob(50))
|
||||
|
||||
M.Weaken(rand(10,20))
|
||||
if(prob(25))
|
||||
M.Stun(rand(5,10))
|
||||
M << "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>"
|
||||
M.Weaken(rand(10,20))
|
||||
if(prob(25))
|
||||
M.Stun(rand(5,10))
|
||||
M << "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>"
|
||||
|
||||
else
|
||||
M << "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>"
|
||||
else
|
||||
M << "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>"
|
||||
|
||||
playsound(src.loc, 'sound/misc/interference.ogg', 50, 1)
|
||||
user << "<span class='notice'>You trigger [src].</span>"
|
||||
|
||||
@@ -422,7 +422,7 @@
|
||||
if(istype(target, /obj/effect/decal/cleanable))
|
||||
target = target.loc
|
||||
if(is_type_in_list(target,validSurfaces))
|
||||
|
||||
|
||||
var/temp = "rune"
|
||||
if(letters.Find(drawtype))
|
||||
temp = "letter"
|
||||
@@ -1106,13 +1106,13 @@
|
||||
if (cooldown < world.time)
|
||||
cooldown = world.time + 1800 //3 minutes
|
||||
user.visible_message("<span class='warning'>[user] presses a button on [src].</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='italics'>You hear the click of a button.</span>")
|
||||
spawn(5) //gia said so
|
||||
icon_state = "nuketoy"
|
||||
playsound(src, 'sound/machines/Alarm.ogg', 100, 0, surround = 0)
|
||||
sleep(135)
|
||||
icon_state = "nuketoycool"
|
||||
sleep(cooldown - world.time)
|
||||
icon_state = "nuketoyidle"
|
||||
sleep(5)
|
||||
icon_state = "nuketoy"
|
||||
playsound(src, 'sound/machines/Alarm.ogg', 100, 0, surround = 0)
|
||||
sleep(135)
|
||||
icon_state = "nuketoycool"
|
||||
sleep(cooldown - world.time)
|
||||
icon_state = "nuketoyidle"
|
||||
else
|
||||
var/timeleft = (cooldown - world.time)
|
||||
user << "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on a small display.</span>"
|
||||
|
||||
@@ -23,8 +23,7 @@
|
||||
user << "<span class='notice'>You'll need to get closer to see any more.</span>"
|
||||
return
|
||||
for(var/obj/item/I in loadedItems)
|
||||
spawn(0)
|
||||
user << "<span class='info'>\icon [I] It has \the [I] loaded.</span>"
|
||||
user << "<span class='info'>\icon [I] It has \the [I] loaded.</span>"
|
||||
if(tank)
|
||||
user << "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>"
|
||||
|
||||
|
||||
@@ -93,13 +93,12 @@
|
||||
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
|
||||
"<span class='italics'>You hear a heavy electrical crack!</span>")
|
||||
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
|
||||
target.throw_at(throw_target, 200, 4)
|
||||
target.throw_at_fast(throw_target, 200, 4)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/mjollnir/attack(mob/M, mob/user)
|
||||
..()
|
||||
spawn(0)
|
||||
if(wielded)
|
||||
//if(charged == 5)
|
||||
//charged = 0
|
||||
|
||||
@@ -128,13 +128,12 @@
|
||||
return
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && turn(pod.dir, (reverse_launch ? 180 : 0)) in directions())
|
||||
spawn(0)
|
||||
pod_moving = 1
|
||||
close_animation()
|
||||
sleep(CLOSE_DURATION + 2)
|
||||
if(icon_state == "closed" && pod)
|
||||
pod.follow_tube(reverse_launch)
|
||||
pod_moving = 0
|
||||
pod_moving = 1
|
||||
close_animation()
|
||||
sleep(CLOSE_DURATION + 2)
|
||||
if(icon_state == "closed" && pod)
|
||||
pod.follow_tube(reverse_launch)
|
||||
pod_moving = 0
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -61,62 +61,63 @@
|
||||
else return ..()
|
||||
|
||||
/obj/structure/transit_tube_pod/proc/follow_tube(reverse_launch)
|
||||
set waitfor = 0
|
||||
if(moving)
|
||||
return
|
||||
|
||||
moving = 1
|
||||
|
||||
spawn()
|
||||
var/obj/structure/transit_tube/current_tube = null
|
||||
var/next_dir
|
||||
var/next_loc
|
||||
var/last_delay = 0
|
||||
var/exit_delay
|
||||
|
||||
if(reverse_launch)
|
||||
dir = turn(dir, 180) // Back it up
|
||||
var/obj/structure/transit_tube/current_tube = null
|
||||
var/next_dir
|
||||
var/next_loc
|
||||
var/last_delay = 0
|
||||
var/exit_delay
|
||||
|
||||
for(var/obj/structure/transit_tube/tube in loc)
|
||||
if(tube.has_exit(dir))
|
||||
if(reverse_launch)
|
||||
dir = turn(dir, 180) // Back it up
|
||||
|
||||
for(var/obj/structure/transit_tube/tube in loc)
|
||||
if(tube.has_exit(dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
while(current_tube)
|
||||
next_dir = current_tube.get_exit(dir)
|
||||
|
||||
if(!next_dir)
|
||||
break
|
||||
|
||||
exit_delay = current_tube.exit_delay(src, dir)
|
||||
last_delay += exit_delay
|
||||
|
||||
sleep(exit_delay)
|
||||
|
||||
next_loc = get_step(loc, next_dir)
|
||||
|
||||
current_tube = null
|
||||
for(var/obj/structure/transit_tube/tube in next_loc)
|
||||
if(tube.has_entrance(next_dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
while(current_tube)
|
||||
next_dir = current_tube.get_exit(dir)
|
||||
|
||||
if(!next_dir)
|
||||
break
|
||||
|
||||
exit_delay = current_tube.exit_delay(src, dir)
|
||||
last_delay += exit_delay
|
||||
|
||||
sleep(exit_delay)
|
||||
|
||||
next_loc = get_step(loc, next_dir)
|
||||
|
||||
current_tube = null
|
||||
for(var/obj/structure/transit_tube/tube in next_loc)
|
||||
if(tube.has_entrance(next_dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
if(current_tube == null)
|
||||
dir = next_dir
|
||||
Move(get_step(loc, dir), dir) // Allow collisions when leaving the tubes.
|
||||
break
|
||||
|
||||
last_delay = current_tube.enter_delay(src, next_dir)
|
||||
sleep(last_delay)
|
||||
if(current_tube == null)
|
||||
dir = next_dir
|
||||
loc = next_loc // When moving from one tube to another, skip collision and such.
|
||||
density = current_tube.density
|
||||
Move(get_step(loc, dir), dir) // Allow collisions when leaving the tubes.
|
||||
break
|
||||
|
||||
if(current_tube && current_tube.should_stop_pod(src, next_dir))
|
||||
current_tube.pod_stopped(src, dir)
|
||||
break
|
||||
last_delay = current_tube.enter_delay(src, next_dir)
|
||||
sleep(last_delay)
|
||||
dir = next_dir
|
||||
loc = next_loc // When moving from one tube to another, skip collision and such.
|
||||
density = current_tube.density
|
||||
|
||||
density = 1
|
||||
moving = 0
|
||||
if(current_tube && current_tube.should_stop_pod(src, next_dir))
|
||||
current_tube.pod_stopped(src, dir)
|
||||
break
|
||||
|
||||
density = 1
|
||||
moving = 0
|
||||
|
||||
|
||||
// Should I return a copy here? If the caller edits or del()s the returned
|
||||
|
||||
@@ -93,14 +93,11 @@
|
||||
|
||||
for(var/datum/d in objs)
|
||||
for(var/v in call_list)
|
||||
// To stop any procs which sleep from executing slowly.
|
||||
if(d)
|
||||
if(hascall(d, v))
|
||||
spawn() call(d, v)(arglist(args_list)) // Spawn in case the function sleeps.
|
||||
SDQL_callproc(d, v, args_list)
|
||||
|
||||
if("delete")
|
||||
for(var/datum/d in objs)
|
||||
del d
|
||||
qdel(d)
|
||||
|
||||
if("select")
|
||||
var/text = ""
|
||||
@@ -147,6 +144,10 @@
|
||||
|
||||
|
||||
|
||||
/proc/SDQL_callproc(thing, procname, args_list)
|
||||
set waitfor = 0
|
||||
if(hascall(thing, procname))
|
||||
call(thing, procname)(arglist(args_list)) // Spawn in case the function sleeps.
|
||||
|
||||
/proc/SDQL_parse(list/query_list)
|
||||
var/datum/SDQL_parser/parser = new()
|
||||
|
||||
@@ -28,72 +28,73 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
/client/proc/callproc()
|
||||
set category = "Debug"
|
||||
set name = "Advanced ProcCall"
|
||||
set waitfor = 0
|
||||
|
||||
if(!check_rights(R_DEBUG)) return
|
||||
|
||||
spawn(0)
|
||||
var/target = null
|
||||
var/targetselected = 0
|
||||
var/returnval = null
|
||||
var/class = null
|
||||
var/target = null
|
||||
var/targetselected = 0
|
||||
var/returnval = null
|
||||
var/class = null
|
||||
|
||||
switch(alert("Proc owned by something?",,"Yes","No"))
|
||||
if("Yes")
|
||||
targetselected = 1
|
||||
if(src.holder && src.holder.marked_datum)
|
||||
class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client","Marked datum ([holder.marked_datum.type])")
|
||||
if(class == "Marked datum ([holder.marked_datum.type])")
|
||||
class = "Marked datum"
|
||||
switch(alert("Proc owned by something?",,"Yes","No"))
|
||||
if("Yes")
|
||||
targetselected = 1
|
||||
if(src.holder && src.holder.marked_datum)
|
||||
class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client","Marked datum ([holder.marked_datum.type])")
|
||||
if(class == "Marked datum ([holder.marked_datum.type])")
|
||||
class = "Marked datum"
|
||||
else
|
||||
class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client")
|
||||
switch(class)
|
||||
if("Obj")
|
||||
target = input("Enter target:","Target",usr) as obj in world
|
||||
if("Mob")
|
||||
target = input("Enter target:","Target",usr) as mob in world
|
||||
if("Area or Turf")
|
||||
target = input("Enter target:","Target",usr.loc) as area|turf in world
|
||||
if("Client")
|
||||
var/list/keys = list()
|
||||
for(var/client/C)
|
||||
keys += C
|
||||
target = input("Please, select a player!", "Selection", null, null) as null|anything in keys
|
||||
if("Marked datum")
|
||||
target = holder.marked_datum
|
||||
else
|
||||
class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client")
|
||||
switch(class)
|
||||
if("Obj")
|
||||
target = input("Enter target:","Target",usr) as obj in world
|
||||
if("Mob")
|
||||
target = input("Enter target:","Target",usr) as mob in world
|
||||
if("Area or Turf")
|
||||
target = input("Enter target:","Target",usr.loc) as area|turf in world
|
||||
if("Client")
|
||||
var/list/keys = list()
|
||||
for(var/client/C)
|
||||
keys += C
|
||||
target = input("Please, select a player!", "Selection", null, null) as null|anything in keys
|
||||
if("Marked datum")
|
||||
target = holder.marked_datum
|
||||
else
|
||||
return
|
||||
if("No")
|
||||
target = null
|
||||
targetselected = 0
|
||||
return
|
||||
if("No")
|
||||
target = null
|
||||
targetselected = 0
|
||||
|
||||
var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null
|
||||
if(!procname) return
|
||||
if(targetselected && !hascall(target,procname))
|
||||
usr << "<font color='red'>Error: callproc(): target has no such call [procname].</font>"
|
||||
return
|
||||
var/list/lst = get_callproc_args()
|
||||
if(!lst)
|
||||
var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null
|
||||
if(!procname) return
|
||||
if(targetselected && !hascall(target,procname))
|
||||
usr << "<font color='red'>Error: callproc(): target has no such call [procname].</font>"
|
||||
return
|
||||
var/list/lst = get_callproc_args()
|
||||
if(!lst)
|
||||
return
|
||||
|
||||
if(targetselected)
|
||||
if(!target)
|
||||
usr << "<font color='red'>Error: callproc(): owner of proc no longer exists.</font>"
|
||||
return
|
||||
log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
message_admins("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
else
|
||||
//this currently has no hascall protection. wasn't able to get it working.
|
||||
log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
message_admins("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
|
||||
if(targetselected)
|
||||
if(!target)
|
||||
usr << "<font color='red'>Error: callproc(): owner of proc no longer exists.</font>"
|
||||
return
|
||||
log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
message_admins("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
else
|
||||
//this currently has no hascall protection. wasn't able to get it working.
|
||||
log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
message_admins("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
|
||||
usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
|
||||
feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
|
||||
feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/callproc_datum(A as null|area|mob|obj|turf)
|
||||
set category = "Debug"
|
||||
set name = "Atom ProcCall"
|
||||
set waitfor = 0
|
||||
|
||||
if(!check_rights(R_DEBUG))
|
||||
return
|
||||
@@ -113,12 +114,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
return
|
||||
log_admin("[key_name(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
message_admins("[key_name(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
|
||||
spawn()
|
||||
var/returnval = call(A,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
usr << "<span class='notice'>[procname] returned: [returnval ? returnval : "null"]</span>"
|
||||
|
||||
feedback_add_details("admin_verb","DPC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
var/returnval = call(A,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
|
||||
usr << "<span class='notice'>[procname] returned: [returnval ? returnval : "null"]</span>"
|
||||
|
||||
|
||||
|
||||
/client/proc/get_callproc_args()
|
||||
var/argnum = input("Number of arguments","Number:",0) as num|null
|
||||
if(!argnum && (argnum!=0)) return
|
||||
@@ -207,7 +209,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
log_admin("[key_name(src)] has robotized [M.key].")
|
||||
var/mob/living/carbon/human/H = M
|
||||
spawn(10)
|
||||
spawn(0)
|
||||
H.Robotize()
|
||||
|
||||
else
|
||||
@@ -223,7 +225,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
log_admin("[key_name(src)] has blobized [M.key].")
|
||||
var/mob/living/carbon/human/H = M
|
||||
spawn(10)
|
||||
spawn(0)
|
||||
H.Blobize()
|
||||
|
||||
else
|
||||
@@ -247,7 +249,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
return
|
||||
|
||||
log_admin("[key_name(src)] has animalized [M.key].")
|
||||
spawn(10)
|
||||
spawn(0)
|
||||
M.Animalize()
|
||||
|
||||
|
||||
@@ -287,7 +289,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
return
|
||||
if(ishuman(M))
|
||||
log_admin("[key_name(src)] has alienized [M.key].")
|
||||
spawn(10)
|
||||
spawn(0)
|
||||
M:Alienize()
|
||||
feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
log_admin("[key_name(usr)] made [key_name(M)] into an alien.")
|
||||
@@ -304,7 +306,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
return
|
||||
if(ishuman(M))
|
||||
log_admin("[key_name(src)] has slimeized [M.key].")
|
||||
spawn(10)
|
||||
spawn(0)
|
||||
M:slimeize()
|
||||
feedback_add_details("admin_verb","MKMET") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
log_admin("[key_name(usr)] made [key_name(M)] into a slime.")
|
||||
|
||||
@@ -76,7 +76,6 @@
|
||||
if (M.id == src.id)
|
||||
spawn( 0 )
|
||||
M.open()
|
||||
return
|
||||
|
||||
sleep(10)
|
||||
|
||||
@@ -90,7 +89,6 @@
|
||||
if (M.id == src.id)
|
||||
spawn( 0 )
|
||||
M.close()
|
||||
return
|
||||
|
||||
sleep(10)
|
||||
cooldown = 0
|
||||
|
||||
@@ -56,7 +56,6 @@
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/process()
|
||||
@@ -71,15 +70,13 @@
|
||||
/obj/item/device/assembly/prox_sensor/dropped()
|
||||
spawn(0)
|
||||
sense()
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/toggle_scan()
|
||||
if(!secured) return 0
|
||||
scanning = !scanning
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/update_icon()
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
..()
|
||||
spawn(40)
|
||||
set_frequency(frequency)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/device/assembly/signaler/Destroy()
|
||||
if(SSradio)
|
||||
|
||||
@@ -334,6 +334,6 @@ var/next_external_rsc = 0
|
||||
'html/browser/scannernew.css',
|
||||
'html/browser/playeroptions.css',
|
||||
)
|
||||
spawn (10)
|
||||
spawn (10) //removing this spawn causes all clients to not get verbs.
|
||||
//Precache the client with all other assets slowly, so as to not block other browse() calls
|
||||
getFilesSlow(src, SSasset.cache, register_asset = FALSE)
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
|
||||
if(turfs.len) //Pick a turf to spawn at if we can
|
||||
var/turf/simulated/T = pick(turfs)
|
||||
spawn(0) new/obj/effect/spacevine_controller(T) //spawn a controller at turf
|
||||
new/obj/effect/spacevine_controller(T) //spawn a controller at turf
|
||||
|
||||
|
||||
/datum/spacevine_mutation
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
/mob/living/carbon/proc/dream()
|
||||
set waitfor = 0
|
||||
dreaming = 1
|
||||
var/list/dreams = list(
|
||||
"an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the captain",
|
||||
@@ -8,17 +9,16 @@
|
||||
"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
|
||||
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying"
|
||||
)
|
||||
spawn(0)
|
||||
for(var/i = rand(1,4),i > 0, i--)
|
||||
var/dream_image = pick(dreams)
|
||||
dreams -= dream_image
|
||||
src << "<span class='notice'><i>... [dream_image] ...</i></span>"
|
||||
sleep(rand(40,70))
|
||||
if(paralysis <= 0)
|
||||
dreaming = 0
|
||||
return 0
|
||||
dreaming = 0
|
||||
return 1
|
||||
for(var/i = rand(1,4),i > 0, i--)
|
||||
var/dream_image = pick(dreams)
|
||||
dreams -= dream_image
|
||||
src << "<span class='notice'><i>... [dream_image] ...</i></span>"
|
||||
sleep(rand(40,70))
|
||||
if(paralysis <= 0)
|
||||
dreaming = 0
|
||||
return 0
|
||||
dreaming = 0
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/proc/handle_dreams()
|
||||
if(prob(5) && !dreaming) dream()
|
||||
|
||||
@@ -377,7 +377,7 @@
|
||||
harvest = 0
|
||||
weedlevel = 0 // Reset
|
||||
|
||||
spawn(5) // Wait a while
|
||||
sleep(5) // Wait a while
|
||||
update_icon()
|
||||
visible_message("<span class='warning'>[oldPlantName] suddenly mutated into [myseed.plantname]!</span>")
|
||||
|
||||
@@ -397,7 +397,7 @@
|
||||
harvest = 0
|
||||
weedlevel = 0 // Reset
|
||||
|
||||
spawn(5) // Wait a while
|
||||
sleep(5) // Wait a while
|
||||
update_icon()
|
||||
visible_message("<span class='warning'>The mutated weeds in [src] spawned a [myseed.plantname]!</span>")
|
||||
else
|
||||
@@ -798,8 +798,7 @@
|
||||
user << "<span class='notice'>You reconnect \the [src]'s hoses.</span>"
|
||||
|
||||
for(var/obj/machinery/hydroponics/h in range(1,src))
|
||||
spawn()
|
||||
h.update_icon()
|
||||
h.update_icon()
|
||||
|
||||
return
|
||||
|
||||
|
||||
@@ -284,16 +284,14 @@ var/global/list/rockTurfEdgeCache
|
||||
countdown(notify_admins)
|
||||
|
||||
/turf/simulated/mineral/gibtonite/proc/countdown(notify_admins = 0)
|
||||
spawn(0)
|
||||
while(stage == 1 && det_time > 0 && mineralAmt >= 1)
|
||||
det_time--
|
||||
sleep(5)
|
||||
if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
mineralAmt = 0
|
||||
explosion(bombturf,1,3,5, adminlog = notify_admins)
|
||||
if(stage == 0 || stage == 2)
|
||||
return
|
||||
set waitfor = 0
|
||||
while(stage == 1 && det_time > 0 && mineralAmt >= 1)
|
||||
det_time--
|
||||
sleep(5)
|
||||
if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
mineralAmt = 0
|
||||
explosion(bombturf,1,3,5, adminlog = notify_admins)
|
||||
|
||||
/turf/simulated/mineral/gibtonite/proc/defuse()
|
||||
if(stage == 1)
|
||||
|
||||
@@ -182,9 +182,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
if(!istype(usr, /mob/dead/observer))
|
||||
usr << "Not when you're not dead!"
|
||||
return
|
||||
usr.verbs -= /mob/dead/observer/proc/dead_tele
|
||||
spawn(30)
|
||||
usr.verbs += /mob/dead/observer/proc/dead_tele
|
||||
var/A
|
||||
A = input("Area to jump to", "BOOYEA", A) as null|anything in sortedAreas
|
||||
var/area/thearea = A
|
||||
|
||||
@@ -324,8 +324,8 @@
|
||||
//proc functions
|
||||
for(var/Proc in functions)
|
||||
if(!isnotfunc())
|
||||
spawn(1)
|
||||
call(src,Proc)(src)
|
||||
callfunction(Proc)
|
||||
|
||||
|
||||
//target interaction stays hardcoded
|
||||
|
||||
@@ -411,6 +411,9 @@
|
||||
tryWalk(TARGET)
|
||||
LAST_TARGET = TARGET
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/callfunction(Proc)
|
||||
set waitfor = 0
|
||||
call(src,Proc)(src)
|
||||
/mob/living/carbon/human/interactive/proc/tryWalk(turf/TARGET)
|
||||
if(!isnotfunc())
|
||||
if(!walk2derpless(TARGET))
|
||||
|
||||
@@ -364,22 +364,21 @@ var/const/GALOSHES_DONT_HELP = 4
|
||||
adjustBruteLoss(10)
|
||||
|
||||
/mob/living/carbon/proc/spin(spintime, speed)
|
||||
spawn()
|
||||
var/D = dir
|
||||
while(spintime >= speed)
|
||||
sleep(speed)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
D = EAST
|
||||
if(SOUTH)
|
||||
D = WEST
|
||||
if(EAST)
|
||||
D = SOUTH
|
||||
if(WEST)
|
||||
D = NORTH
|
||||
dir = D
|
||||
spintime -= speed
|
||||
return
|
||||
set waitfor = 0
|
||||
var/D = dir
|
||||
while(spintime >= speed)
|
||||
sleep(speed)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
D = EAST
|
||||
if(SOUTH)
|
||||
D = WEST
|
||||
if(EAST)
|
||||
D = SOUTH
|
||||
if(WEST)
|
||||
D = NORTH
|
||||
dir = D
|
||||
spintime -= speed
|
||||
|
||||
/mob/living/carbon/resist_buckle()
|
||||
if(restrained())
|
||||
|
||||
@@ -1215,7 +1215,7 @@
|
||||
H.adjustOxyLoss(8)
|
||||
H.throw_alert("too_much_co2", /obj/screen/alert/too_much_co2)
|
||||
if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
|
||||
spawn(0) H.emote("cough")
|
||||
H.emote("cough")
|
||||
|
||||
else
|
||||
H.co2overloadtime = 0
|
||||
@@ -1279,7 +1279,7 @@
|
||||
H.sleeping = max(H.sleeping+2, 10)
|
||||
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20))
|
||||
spawn(0) H.emote(pick("giggle", "laugh"))
|
||||
H.emote(pick("giggle", "laugh"))
|
||||
|
||||
handle_breath_temperature(breath, H)
|
||||
|
||||
@@ -1294,8 +1294,7 @@
|
||||
|
||||
if(!(NOBREATH in specflags) || (H.health <= config.health_threshold_crit))
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
H.emote("gasp")
|
||||
H.emote("gasp")
|
||||
if(breath_pp > 0)
|
||||
var/ratio = safe_breath_min/breath_pp
|
||||
H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
if(losebreath > 0)
|
||||
losebreath--
|
||||
if(prob(10))
|
||||
spawn emote("gasp")
|
||||
emote("gasp")
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/loc_as_obj = loc
|
||||
loc_as_obj.handle_internal_lifeform(src,0)
|
||||
@@ -113,8 +113,7 @@
|
||||
//OXYGEN
|
||||
if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
emote("gasp")
|
||||
if(O2_partialpressure > 0)
|
||||
var/ratio = safe_oxy_min/O2_partialpressure
|
||||
adjustOxyLoss(min(5*ratio, 3))
|
||||
@@ -144,7 +143,7 @@
|
||||
if(world.time - co2overloadtime > 300)
|
||||
adjustOxyLoss(8)
|
||||
if(prob(20))
|
||||
spawn(0) emote("cough")
|
||||
emote("cough")
|
||||
|
||||
else
|
||||
co2overloadtime = 0
|
||||
@@ -168,7 +167,7 @@
|
||||
sleeping = max(sleeping+2, 10)
|
||||
else if(SA_partialpressure > 0.01)
|
||||
if(prob(20))
|
||||
spawn(0) emote(pick("giggle","laugh"))
|
||||
emote(pick("giggle","laugh"))
|
||||
|
||||
//BREATH TEMPERATURE
|
||||
handle_breath_temperature(breath)
|
||||
@@ -264,21 +263,21 @@
|
||||
|
||||
|
||||
/mob/living/carbon/handle_stomach()
|
||||
spawn(0)
|
||||
for(var/mob/living/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
set waitfor = 0
|
||||
for(var/mob/living/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
stomach_contents.Remove(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
qdel(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
qdel(M)
|
||||
continue
|
||||
if(SSmob.times_fired%3==1)
|
||||
if(!(M.status_flags & GODMODE))
|
||||
M.adjustBruteLoss(5)
|
||||
nutrition += 10
|
||||
if(SSmob.times_fired%3==1)
|
||||
if(!(M.status_flags & GODMODE))
|
||||
M.adjustBruteLoss(5)
|
||||
nutrition += 10
|
||||
|
||||
//This updates the health and status of the mob (conscious, unconscious, dead)
|
||||
/mob/living/carbon/handle_regular_status_updates()
|
||||
@@ -320,8 +319,7 @@
|
||||
adjustStaminaLoss(-10)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
if( prob(10) && health && !hal_crit )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
emote("snore")
|
||||
else
|
||||
clear_alert("asleep")
|
||||
|
||||
|
||||
@@ -139,9 +139,7 @@
|
||||
|
||||
/mob/living/carbon/monkey/handle_random_events()
|
||||
if (prob(1) && prob(2))
|
||||
spawn(0)
|
||||
emote("scratch")
|
||||
return
|
||||
emote("scratch")
|
||||
|
||||
/mob/living/carbon/monkey/has_smoke_protection()
|
||||
if(wear_mask)
|
||||
|
||||
@@ -96,10 +96,8 @@
|
||||
damage = rand(10, 15)
|
||||
if ( (paralysis < 5) && (health > 0) )
|
||||
Paralyse(rand(10, 15))
|
||||
spawn( 0 )
|
||||
visible_message("<span class='danger'>[M] has knocked out [name]!</span>", \
|
||||
visible_message("<span class='danger'>[M] has knocked out [name]!</span>", \
|
||||
"<span class='userdanger'>[M] has knocked out [name]!</span>")
|
||||
return
|
||||
adjustBruteLoss(damage)
|
||||
add_logs(M, src, "attacked")
|
||||
updatehealth()
|
||||
|
||||
@@ -41,7 +41,6 @@
|
||||
|
||||
for(var/obj/machinery/ai_status_display/O in world) //change status
|
||||
if(src.key)
|
||||
spawn( 0 )
|
||||
O.mode = 2
|
||||
if (istype(loc, /obj/item/device/aicard))
|
||||
loc.icon_state = "aicard-404"
|
||||
|
||||
@@ -153,7 +153,7 @@
|
||||
dat += "Critical Patient Alerts: <a href='?src=\ref[src];critalerts=1'>[declare_crit ? "Yes" : "No"]</a><br>"
|
||||
dat += "Patrol Station: <a href='?src=\ref[src];operation=patrol'>[auto_patrol ? "Yes" : "No"]</a><br>"
|
||||
dat += "Stationary Mode: <a href='?src=\ref[src];stationary=1'>[stationary_mode ? "Yes" : "No"]</a><br>"
|
||||
|
||||
|
||||
return dat
|
||||
|
||||
/mob/living/simple_animal/bot/medbot/Topic(href, href_list)
|
||||
@@ -229,8 +229,7 @@
|
||||
declare_crit = 0
|
||||
if(user)
|
||||
user << "<span class='notice'>You short out [src]'s reagent synthesis circuits.</span>"
|
||||
spawn(0)
|
||||
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
|
||||
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
|
||||
flick("medibot_spark", src)
|
||||
if(user)
|
||||
oldpatient = user
|
||||
|
||||
@@ -116,13 +116,11 @@
|
||||
//second, spin a sticky spiderweb on this tile
|
||||
var/obj/effect/spider/stickyweb/W = locate() in get_turf(src)
|
||||
if(!W)
|
||||
spawn()
|
||||
Web()
|
||||
Web()
|
||||
else
|
||||
//third, lay an egg cluster there
|
||||
if(fed)
|
||||
spawn()
|
||||
LayEggs()
|
||||
LayEggs()
|
||||
else
|
||||
//fourthly, cocoon any nearby items so those pesky pinkskins can't use them
|
||||
for(var/obj/O in can_see)
|
||||
@@ -140,8 +138,7 @@
|
||||
|
||||
else if(busy == MOVING_TO_TARGET && cocoon_target)
|
||||
if(get_dist(src, cocoon_target) <= 1)
|
||||
spawn()
|
||||
Wrap()
|
||||
Wrap()
|
||||
|
||||
else
|
||||
busy = 0
|
||||
|
||||
@@ -275,13 +275,12 @@
|
||||
else
|
||||
return
|
||||
L.loc = locate(locx,locy,mobloc.z)
|
||||
spawn(0)
|
||||
var/limit = 2//For only two trailing shadows.
|
||||
for(var/turf/T in getline(mobloc, L.loc))
|
||||
spawn(0)
|
||||
anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
var/limit = 2//For only two trailing shadows.
|
||||
for(var/turf/T in getline(mobloc, L.loc))
|
||||
spawn(0)
|
||||
anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
else
|
||||
spawn(0)
|
||||
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
|
||||
|
||||
@@ -365,18 +365,18 @@
|
||||
return A.master.lightswitch && A.master.power_light
|
||||
|
||||
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
set waitfor = 0
|
||||
if(flickering) return
|
||||
flickering = 1
|
||||
spawn(0)
|
||||
if(on && status == LIGHT_OK)
|
||||
for(var/i = 0; i < amount; i++)
|
||||
if(status != LIGHT_OK) break
|
||||
on = !on
|
||||
update(0)
|
||||
sleep(rand(5, 15))
|
||||
on = (status == LIGHT_OK)
|
||||
if(on && status == LIGHT_OK)
|
||||
for(var/i = 0; i < amount; i++)
|
||||
if(status != LIGHT_OK) break
|
||||
on = !on
|
||||
update(0)
|
||||
flickering = 0
|
||||
sleep(rand(5, 15))
|
||||
on = (status == LIGHT_OK)
|
||||
update(0)
|
||||
flickering = 0
|
||||
|
||||
// ai attack - make lights flicker, because why not
|
||||
|
||||
@@ -539,13 +539,13 @@
|
||||
// explode the light
|
||||
|
||||
/obj/machinery/light/proc/explode()
|
||||
set waitfor = 0
|
||||
var/turf/T = get_turf(src.loc)
|
||||
spawn(0)
|
||||
broken() // break it first to give a warning
|
||||
sleep(2)
|
||||
explosion(T, 0, 0, 2, 2)
|
||||
sleep(1)
|
||||
qdel(src)
|
||||
broken() // break it first to give a warning
|
||||
sleep(2)
|
||||
explosion(T, 0, 0, 2, 2)
|
||||
sleep(1)
|
||||
qdel(src)
|
||||
|
||||
// the light item
|
||||
// can be tube or bulb subtypes
|
||||
|
||||
@@ -80,8 +80,7 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
|
||||
|
||||
var/orbitsize = (I.Width()+I.Height())*pick(0.5,0.6,0.7)
|
||||
orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
|
||||
spawn(1)
|
||||
EB.orbit(src,orbitsize, pick(FALSE,TRUE), rand(10,25), pick(3,4,5,6,36))
|
||||
EB.orbit(src,orbitsize, pick(FALSE,TRUE), rand(10,25), pick(3,4,5,6,36))
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -105,8 +105,7 @@
|
||||
|
||||
/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
if(recoil)
|
||||
spawn()
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
|
||||
if(suppressed)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
return
|
||||
|
||||
if(grenades.len)
|
||||
spawn(0) fire_grenade(target,user)
|
||||
fire_grenade(target,user)
|
||||
else
|
||||
usr << "<span class='danger'>The grenade launcher is empty.</span>"
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
|
||||
grenades -= F
|
||||
F.loc = user.loc
|
||||
F.throw_at(target, 30, 2,user)
|
||||
F.throw_at_fast(target, 30, 2,user)
|
||||
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
|
||||
log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
|
||||
F.active = 1
|
||||
|
||||
@@ -122,18 +122,18 @@
|
||||
|
||||
|
||||
/obj/item/projectile/proc/fire()
|
||||
spawn(1)
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
step_towards(src, current)
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(1)
|
||||
set waitfor = 0
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
step_towards(src, current)
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(1)
|
||||
|
||||
|
||||
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
||||
|
||||
@@ -334,15 +334,15 @@
|
||||
if(!X.anchored)
|
||||
var/distance = get_dist(X, pull)
|
||||
var/moving_power = max(range_power - distance, 1)
|
||||
spawn(0)
|
||||
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
|
||||
if(setting_type)
|
||||
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, pull)))
|
||||
var/throw_range = 5 - distance
|
||||
X.throw_at(throw_target, throw_range, 1)
|
||||
else
|
||||
X.throw_at(pull, distance, 1)
|
||||
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
|
||||
if(setting_type)
|
||||
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, pull)))
|
||||
var/throw_range = 5 - distance
|
||||
X.throw_at_fast(throw_target, throw_range, 1)
|
||||
else
|
||||
X.throw_at_fast(pull, distance, 1)
|
||||
else
|
||||
spawn(0)
|
||||
if(setting_type)
|
||||
for(var/i in 0 to moving_power-1)
|
||||
sleep(2)
|
||||
|
||||
@@ -70,14 +70,14 @@ var/list/chemical_mob_spawn_nicecritters = list() // and possible friendly mobs
|
||||
if(!X.anchored)
|
||||
var/distance = get_dist(X, T)
|
||||
var/moving_power = max(range - distance, 1)
|
||||
spawn(0) //so everything moves at the same time.
|
||||
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
|
||||
if(setting_type)
|
||||
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, T)))
|
||||
X.throw_at(throw_target, moving_power, 1)
|
||||
else
|
||||
X.throw_at(T, moving_power, 1)
|
||||
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
|
||||
if(setting_type)
|
||||
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, T)))
|
||||
X.throw_at_fast(throw_target, moving_power, 1)
|
||||
else
|
||||
X.throw_at_fast(T, moving_power, 1)
|
||||
else
|
||||
spawn(0) //so everything moves at the same time.
|
||||
if(setting_type)
|
||||
for(var/i = 0, i < moving_power, i++)
|
||||
sleep(2)
|
||||
|
||||
@@ -104,15 +104,15 @@
|
||||
use_power(100)
|
||||
|
||||
affecting = loc.contents - src // moved items will be all in loc
|
||||
spawn(1) // slight delay to prevent infinite propagation due to map order //TODO: please no spawn() in process(). It's a very bad idea
|
||||
var/items_moved = 0
|
||||
for(var/atom/movable/A in affecting)
|
||||
if(!A.anchored)
|
||||
if(A.loc == src.loc) // prevents the object from being affected if it's not currently here.
|
||||
step(A,movedir)
|
||||
items_moved++
|
||||
if(items_moved >= 10)
|
||||
break
|
||||
sleep(1) // slight delay to prevent infinite propagation due to map order
|
||||
var/items_moved = 0
|
||||
for(var/atom/movable/A in affecting)
|
||||
if(!A.anchored)
|
||||
if(A.loc == src.loc) // prevents the object from being affected if it's not currently here.
|
||||
step(A,movedir)
|
||||
items_moved++
|
||||
if(items_moved >= 10)
|
||||
break
|
||||
|
||||
// attack with item, place item on conveyor
|
||||
/obj/machinery/conveyor/attackby(obj/item/I, mob/user, params)
|
||||
|
||||
@@ -62,13 +62,13 @@
|
||||
loc = D.trunk
|
||||
active = 1
|
||||
dir = DOWN
|
||||
spawn(1)
|
||||
move() // spawn off the movement process
|
||||
move()
|
||||
|
||||
return
|
||||
|
||||
// movement process, persists while holder is moving through pipes
|
||||
/obj/structure/disposalholder/proc/move()
|
||||
set waitfor = 0
|
||||
var/obj/structure/disposalpipe/last
|
||||
while(active)
|
||||
var/obj/structure/disposalpipe/curr = loc
|
||||
|
||||
@@ -385,11 +385,10 @@
|
||||
|
||||
//docking turbulence
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 2, 1) // turn it down a bit come on
|
||||
else
|
||||
shake_camera(M, 7, 1)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 2, 1) // turn it down a bit come on
|
||||
else
|
||||
shake_camera(M, 7, 1)
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(3)
|
||||
|
||||
Reference in New Issue
Block a user