Signal and moves it to the back
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@@ -385,6 +385,7 @@
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#define COMSIG_LIVING_LIFE "life_tick" //from base of mob/living/Life() (seconds, times_fired)
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#define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes
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#define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling
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#define COMPONET_INTERRUPT_STATUS_EFFECTS 3 // interrupt status effects
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#define COMSIG_LIVING_BIOLOGICAL_LIFE "biological_life" //from base of mob/living/BiologicalLife() (seconds, times_fired)
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@@ -6,13 +6,13 @@
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SHOULD_NOT_SLEEP(TRUE)
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if(mob_transforming)
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return
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
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PhysicalLife(seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
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BiologicalLife(seconds, times_fired)
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if(!(. & COMPONET_INTERRUPT_STATUS_EFFECTS))
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
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// Otherwise, it goes into one of the two split Life procs!
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