fixes a bunch of portal runtimes
Ah yes lets just change the basic portal generation proc but not change the actual calls to it for the most part, what could go wrong?!
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@@ -84,7 +84,7 @@
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if(is_station_level(T.z))
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destinations += B
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var/chosen_beacon = pick(destinations)
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var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), src, 100, null, FALSE, get_turf(chosen_beacon))
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var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), 100, null, FALSE, get_turf(chosen_beacon))
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try_move_adjacent(J)
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playsound(src,'sound/effects/sparks4.ogg',50,1)
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charges--
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@@ -56,7 +56,7 @@
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var/turf/target_turf = pick(L)
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if(!target_turf)
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return
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var/list/obj/effect/portal/created = create_portal_pair(get_turf(src), target_turf, src, 300, 1, /obj/effect/portal/anom)
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var/list/obj/effect/portal/created = create_portal_pair(get_turf(src), target_turf, 300, 1, /obj/effect/portal/anom)
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var/turf/T = get_turf(target)
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message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Wormhole Generator in [ADMIN_VERBOSEJMP(T)]")
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log_game("[key_name(chassis.occupant)] used a Wormhole Generator in [AREACOORD(T)]")
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@@ -29,7 +29,7 @@
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for(var/i = 1, i <= number_of_wormholes, i++)
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var/turf/T = pick(pick_turfs)
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wormholes += new /obj/effect/portal/wormhole(T, null, 0, null, FALSE)
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wormholes += new /obj/effect/portal/wormhole(T, 0, null, FALSE)
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/datum/round_event/wormholes/announce(fake)
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priority_announce("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert", "spanomalies")
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@@ -233,7 +233,7 @@
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p_blue.link_portal(p_orange)
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/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
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var/obj/effect/portal/P = new /obj/effect/portal(target, src, 300, null, FALSE, null, atmos_link)
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var/obj/effect/portal/P = new /obj/effect/portal(target, 300, null, FALSE, null, atmos_link)
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if(istype(W, /obj/item/projectile/beam/wormhole/orange))
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qdel(p_orange)
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p_orange = P
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