diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm index 9c8fe9750a..b376706a42 100644 --- a/code/_onclick/hud/alert.dm +++ b/code/_onclick/hud/alert.dm @@ -393,6 +393,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion." textlist += "
" else textlist += "Seconds until Ratvar's arrival: [G.get_arrival_text(TRUE)]
" + break if(unconverted_ais_exist) if(unconverted_ais_exist > 1) textlist += "[unconverted_ais_exist] unconverted AIs exist!
" diff --git a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej new file mode 100644 index 0000000000..339ebbc352 --- /dev/null +++ b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm.rej @@ -0,0 +1,34 @@ +diff a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm (rejected hunks) +@@ -2,7 +2,7 @@ + /proc/generate_cache_component(specific_component_id, atom/A) + if(!specific_component_id) + specific_component_id = get_weighted_component_id() +- clockwork_component_cache[specific_component_id]++ ++ GLOB.clockwork_component_cache[specific_component_id]++ + if(A) + var/component_animation_type = get_component_animation_type(specific_component_id) + new component_animation_type(get_turf(A)) +@@ -13,16 +13,16 @@ + /proc/get_weighted_component_id(obj/item/clockwork/slab/storage_slab) + . = list() + if(storage_slab) +- if(clockwork_caches) +- for(var/i in clockwork_component_cache) +- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(clockwork_component_cache[i] + storage_slab.stored_components[i]), 1) ++ if(GLOB.clockwork_caches) ++ for(var/i in GLOB.clockwork_component_cache) ++ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(GLOB.clockwork_component_cache[i] + storage_slab.stored_components[i]), 1) + else +- for(var/i in clockwork_component_cache) ++ for(var/i in GLOB.clockwork_component_cache) + .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*storage_slab.stored_components[i], 1) + else +- for(var/i in clockwork_component_cache) +- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*clockwork_component_cache[i], 1) +- for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in all_clockwork_objects) ++ for(var/i in GLOB.clockwork_component_cache) ++ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*GLOB.clockwork_component_cache[i], 1) ++ for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects) + if(G.still_needs_components()) + for(var/i in G.required_components) + if(!G.required_components[i])