Fixing an inconsistency with nuclear bombs exploding on station level space.
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@@ -345,11 +345,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
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//Endgame Results
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#define NUKE_NEAR_MISS 1
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#define NUKE_MISS_STATION 2
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#define NUKE_SYNDICATE_BASE 3
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#define STATION_DESTROYED_NUKE 4
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#define STATION_EVACUATED 5
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#define NUKE_MISS_STATION 1
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#define NUKE_SYNDICATE_BASE 2
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#define STATION_DESTROYED_NUKE 3
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#define STATION_EVACUATED 4
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#define BLOB_WIN 8
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#define BLOB_NUKE 9
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#define BLOB_DESTROYED 10
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@@ -323,7 +323,7 @@
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var/free_tickets = CONFIG_GET(number/default_antag_tickets)
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//Max extra tickets you can use
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var/additional_tickets = CONFIG_GET(number/max_tickets_per_roll)
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var/list/ckey_to_mind = list() //this is admittedly shitcode but I'm webediting
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var/list/prev_tickets = SSpersistence.antag_rep //cache for hyper-speed in theory. how many tickets someone has stored
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var/list/curr_tickets = list() //how many tickets someone has for *this* antag roll, so with the free tickets
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@@ -337,7 +337,7 @@
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continue
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curr_tickets[mind_ckey] = amount
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ckey_to_mind[mind_ckey] = M //make sure we can look them up after picking
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if(!return_list) //return a single guy
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var/ckey
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if(length(curr_tickets))
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@@ -584,7 +584,7 @@
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//By default nuke just ends the round
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/datum/game_mode/proc/OnNukeExplosion(off_station)
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nuke_off_station = off_station
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if(off_station < 2)
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if(!off_station)
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station_was_nuked = TRUE //Will end the round on next check.
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//Additional report section in roundend report
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@@ -74,16 +74,15 @@
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/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
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var/datum/game_mode/nuclear/NM = SSticker.mode
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switch(off_station)
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if(0)
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if(FALSE)
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if(istype(NM) && !NM.nuke_team.syndies_escaped())
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return CINEMATIC_ANNIHILATION
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else
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return CINEMATIC_NUKE_WIN
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if(1)
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if(NUKE_MISS_STATION)
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return CINEMATIC_NUKE_MISS
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if(2)
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else
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return CINEMATIC_NUKE_FAR
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return CINEMATIC_NUKE_FAR
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/obj/machinery/nuclearbomb/proc/disk_check(obj/item/disk/nuclear/D)
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if(D.fake)
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@@ -387,14 +386,14 @@
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if("anchor")
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if(auth && yes_code)
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playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
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set_anchor()
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set_anchor(usr)
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else
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playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
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/obj/machinery/nuclearbomb/proc/set_anchor()
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if(isinspace() && !anchored)
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to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
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/obj/machinery/nuclearbomb/proc/set_anchor(mob/user)
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if((istype(get_area(src), /area/space) || isinspace()) && !anchored)
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to_chat(user, "<span class='warning'>This is not a suitable platform for anchoring [src]!</span>")
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else
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anchored = !anchored
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@@ -480,20 +479,14 @@
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GLOB.enter_allowed = FALSE
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var/off_station = 0
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var/off_station = FALSE
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var/turf/bomb_location = get_turf(src)
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var/area/A = get_area(bomb_location)
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if(bomb_location && is_station_level(bomb_location.z))
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if(istype(A, /area/space))
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off_station = NUKE_NEAR_MISS
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if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
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off_station = NUKE_NEAR_MISS
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if(!bomb_location || !is_station_level(bomb_location.z))
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off_station = NUKE_MISS_STATION
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else if(bomb_location.onSyndieBase())
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off_station = NUKE_SYNDICATE_BASE
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else
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off_station = NUKE_MISS_STATION
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if(off_station < 2)
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if(!off_station)
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SSshuttle.registerHostileEnvironment(src)
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SSshuttle.lockdown = TRUE
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@@ -507,7 +500,7 @@
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INVOKE_ASYNC(GLOBAL_PROC,.proc/KillEveryoneOnZLevel, z)
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/obj/machinery/nuclearbomb/proc/get_cinematic_type(off_station)
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if(off_station < 2)
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if(!off_station)
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return CINEMATIC_SELFDESTRUCT
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else
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return CINEMATIC_SELFDESTRUCT_MISS
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@@ -588,7 +581,7 @@
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This is here to make the tiles around the station mininuke change when it's armed.
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*/
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/obj/machinery/nuclearbomb/selfdestruct/set_anchor()
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/obj/machinery/nuclearbomb/selfdestruct/set_anchor(mob/user)
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return
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/obj/machinery/nuclearbomb/selfdestruct/set_active()
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