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- Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code. Effects contains objects which are either landmarks, triggers, spawners or decal. Screenshot: http://www.kamletos.si/new%20object%20tree.PNG I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -187,7 +187,7 @@
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/proc/create_xeno(mob/dead/observer/G)
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var/alien_caste = alert(src, "Please choose which caste to spawn.",,"Hunter","Sentinel","Drone")
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var/obj/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
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var/obj/effects/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
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var/mob/living/carbon/alien/humanoid/new_xeno
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switch(alien_caste)
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@@ -402,20 +402,20 @@ Traitors and the like can also be revived with the previous role mostly intact.
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ticker.mode.learn_basic_spells(new_character)
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ticker.mode.equip_wizard(new_character)
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if("Syndicate")
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var/obj/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
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var/obj/effects/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
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if(synd_spawn)
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new_character.loc = get_turf(synd_spawn)
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call(/datum/game_mode/proc/equip_syndicate)(new_character)
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if("Space Ninja")
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var/ninja_spawn[] = list()
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for(var/obj/landmark/L in world)
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for(var/obj/effects/landmark/L in world)
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if(L.name=="carpspawn")
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ninja_spawn += L
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new_character.equip_space_ninja()
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new_character.internal = new_character.s_store
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new_character.internals.icon_state = "internal1"
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if(ninja_spawn.len)
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var/obj/landmark/ninja_spawn_here = pick(ninja_spawn)
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var/obj/effects/landmark/ninja_spawn_here = pick(ninja_spawn)
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new_character.loc = ninja_spawn_here.loc
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if("Death Commando")//Leaves them at late-join spawn.
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new_character.equip_death_commando()
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