Actually, the cult team should process it instead.
Got you covered, badmins spawning cult on other modes.
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@@ -97,22 +97,6 @@
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main_cult = C.cult_team
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..()
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/datum/game_mode/cult/process()
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if(finished)
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return
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var/datum/objective/sacrifice/sac_objective = locate() in main_cult.objectives
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if(!sac_objective || sac_objective.check_completion())
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return
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var/datum/mind/sacrificial = sac_objective.get_target()
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var/mob/living/t_current = sacrificial.current
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if(!sacrificial || !sacrificial.current) //target is gone for good but not sacced.
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main_cult.sort_sacrifice(TRUE)
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return
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if(QDELETED(sac_objective.target_current) || sac_objective.target_current != t_current) //target is now a different mob (monkey, simple mob)
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sac_objective.sac_image = t_current.get_sac_image()
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sac_objective.target_current = t_current
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sac_objective.update_explanation_text()
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/datum/game_mode/proc/add_cultist(datum/mind/cult_mind, stun , equip = FALSE) //BASE
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if (!istype(cult_mind))
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return FALSE
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@@ -242,6 +242,30 @@
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var/cult_risen = FALSE
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var/cult_ascendent = FALSE
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/datum/team/cult/New()
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/datum/team/cult/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/datum/team/cult/process()
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if(SSticker.current_state == GAME_STATE_FINISHED)
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return
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var/datum/objective/sacrifice/sac_objective = locate() in objectives
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if(!sac_objective || sac_objective.check_completion())
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return
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var/datum/mind/sacrificial = sac_objective.get_target()
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var/mob/living/sac_current = sacrificial.current
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if(!sacrificial || !sac_current) //target is gone for good but not sacrified.
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sort_sacrifice(TRUE)
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return
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if(QDELETED(sac_objective.target_current) || sac_objective.target_current != sac_current) //target is now a different mob (monkey, simple mob)
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sac_objective.sac_image = sac_current.get_sac_image()
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sac_objective.target_current = sac_current
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sac_objective.update_explanation_text()
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/datum/team/cult/proc/check_size()
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if(cult_ascendent)
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return
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@@ -246,13 +246,6 @@
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/obj/machinery/cryopod/proc/despawn_occupant()
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var/mob/living/mob_occupant = occupant
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if(istype(SSticker.mode, /datum/game_mode/cult))
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var/datum/game_mode/cult/M = SSticker.mode
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var/datum/team/cult/C = M.main_cult
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var/datum/objective/sacrifice/S = locate() in C.objectives
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if(S.target == mob_occupant.mind)
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C.sort_sacrifice(TRUE)
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//Update any existing objectives involving this mob.
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for(var/datum/objective/O in GLOB.objectives)
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// We don't want revs to get objectives that aren't for heads of staff. Letting
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