I think we got rid of nutrilevel, finally.

This commit is contained in:
The0bserver
2020-08-31 03:26:43 -04:00
parent 4edf61dde7
commit dbb6ef7d4e
4 changed files with 22 additions and 36 deletions

View File

@@ -261,13 +261,11 @@
set_pin_data(IC_OUTPUT, 12, H.pestlevel)
set_pin_data(IC_OUTPUT, 13, H.toxic)
set_pin_data(IC_OUTPUT, 14, H.waterlevel)
set_pin_data(IC_OUTPUT, 15, H.nutrilevel)
set_pin_data(IC_OUTPUT, 15, H.reagents.total_volume)
set_pin_data(IC_OUTPUT, 16, H.harvest)
set_pin_data(IC_OUTPUT, 17, H.dead)
set_pin_data(IC_OUTPUT, 18, H.plant_health)
set_pin_data(IC_OUTPUT, 19, H.self_sustaining)
set_pin_data(IC_OUTPUT, 20, H.using_irrigation)
set_pin_data(IC_OUTPUT, 21, H.FindConnected())
push_data()
activate_pin(2)

View File

@@ -24,11 +24,6 @@
var/list/trays = list(tray)
var/visi_msg = "[acting_object] transfers fluid into [tray]"
if(amount > 30 && source.reagents.total_volume >= 30 && tray.using_irrigation)
trays = tray.FindConnected()
if (trays.len > 1)
visi_msg += ", setting off the irrigation system"
acting_object.visible_message("<span class='notice'>[visi_msg].</span>")
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)