Refactor chasm paths to be more sane (#32701)
In addition, makes chasm handling a component, so it could be reused for chasm-likes which are not quite chasms. Also fixes a couple of bugs relating to building on top of chasms occasionally erasing the chasm.
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CitadelStationBot
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dc0128a6d3
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38c45fb479
@@ -97,5 +97,5 @@
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visible_message("<span class='boldannounce'>The tendril falls inward, the ground around it widening into a yawning chasm!</span>")
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for(var/turf/T in range(2,src))
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if(!T.density)
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T.TerraformTurf(/turf/open/chasm/straight_down/lava_land_surface)
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T.TerraformTurf(/turf/open/chasm/lavaland, /turf/open/chasm/lavaland)
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qdel(src)
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@@ -102,7 +102,7 @@
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"<span class='notice'>Perfect. Much better! Now <i>nobody</i> will be able to resist yo-</span>")
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var/turf/T = get_turf(user)
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T.ChangeTurf(/turf/open/chasm/straight_down)
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var/turf/open/chasm/straight_down/C = T
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var/turf/open/chasm/C = T
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C.drop(user)
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//can't be bothered to do sloth right now, will make later
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