Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -1,6 +1,6 @@
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var/datum/subsystem/sun/SSsun
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var/datum/controller/subsystem/sun/SSsun
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/datum/subsystem/sun
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/datum/controller/subsystem/sun
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name = "Sun"
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wait = 600
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init_order = 2
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@@ -11,7 +11,7 @@ var/datum/subsystem/sun/SSsun
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var/rate
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var/list/solars = list()
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/datum/subsystem/sun/New()
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/datum/controller/subsystem/sun/New()
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NEW_SS_GLOBAL(SSsun)
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angle = rand (0,360) // the station position to the sun is randomised at round start
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@@ -19,10 +19,10 @@ var/datum/subsystem/sun/SSsun
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if(prob(50)) // same chance to rotate clockwise than counter-clockwise
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rate = -rate
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/datum/subsystem/sun/stat_entry(msg)
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/datum/controller/subsystem/sun/stat_entry(msg)
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..("P:[solars.len]")
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/datum/subsystem/sun/fire()
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/datum/controller/subsystem/sun/fire()
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angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
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// now calculate and cache the (dx,dy) increments for line drawing
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