cleanup of game folder, other fixes

This commit is contained in:
Poojawa
2018-01-31 06:39:18 -06:00
parent 56232d5d60
commit fb5de29784
87 changed files with 1030 additions and 2390 deletions
@@ -109,14 +109,17 @@
/turf/open/floor/engine/cult
name = "engraved floor"
desc = "The air hangs heavy over this sinister flooring."
icon_state = "plating"
var/obj/effect/clockwork/overlay/floor/bloodcult/realappearence
CanAtmosPass = ATMOS_PASS_NO
var/obj/effect/clockwork/overlay/floor/bloodcult/realappearance
/turf/open/floor/engine/cult/Initialize()
. = ..()
new /obj/effect/temp_visual/cult/turf/floor(src)
realappearence = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
realappearence.linked = src
realappearance = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
realappearance.linked = src
/turf/open/floor/engine/cult/Destroy()
be_removed()
@@ -128,8 +131,8 @@
return ..()
/turf/open/floor/engine/cult/proc/be_removed()
qdel(realappearence)
realappearence = null
qdel(realappearance)
realappearance = null
/turf/open/floor/engine/cult/ratvar_act()
. = ..()
+11 -7
View File
@@ -7,11 +7,15 @@
/proc/spawn_rivers(target_z, nodes = 4, turf_type = /turf/open/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
var/list/river_nodes = list()
var/num_spawned = 0
while(num_spawned < nodes)
var/turf/F = locate(rand(min_x, max_x), rand(min_y, max_y), target_z)
river_nodes += new /obj/effect/landmark/river_waypoint(F)
num_spawned++
var/list/possible_locs = block(locate(min_x, min_y, target_z), locate(max_x, max_y, target_z))
while(num_spawned < nodes && possible_locs.len)
var/turf/T = pick(possible_locs)
var/area/A = get_area(T)
if(!istype(A, whitelist_area) || (T.flags_1 & NO_LAVA_GEN_1))
possible_locs -= T
else
river_nodes += new /obj/effect/landmark/river_waypoint(T)
num_spawned++
//make some randomly pathing rivers
for(var/A in river_nodes)
@@ -43,7 +47,7 @@
cur_turf = get_step(cur_turf, cur_dir)
var/area/new_area = get_area(cur_turf)
if(!istype(new_area, whitelist_area)) //Rivers will skip ruins
if(!istype(new_area, whitelist_area) || (cur_turf.flags_1 & NO_LAVA_GEN_1)) //Rivers will skip ruins
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
@@ -71,7 +75,7 @@
for(var/F in RANGE_TURFS(1, src) - src)
var/turf/T = F
var/area/new_area = get_area(T)
if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/open/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)))
if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/open/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.flags_1 & NO_LAVA_GEN_1) )
continue
if(!logged_turf_type && ismineralturf(T))
+9 -8
View File
@@ -57,23 +57,24 @@
girder_type = /obj/structure/destructible/clockwork/wall_gear
baseturfs = /turf/open/floor/clockwork/reebe
var/heated
var/obj/effect/clockwork/overlay/wall/realappearence
var/obj/effect/clockwork/overlay/wall/realappearance
/turf/closed/wall/clockwork/Initialize()
. = ..()
new /obj/effect/temp_visual/ratvar/wall(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/wall(src)
realappearence.linked = src
realappearance = new /obj/effect/clockwork/overlay/wall(src)
realappearance.linked = src
/turf/closed/wall/clockwork/Destroy()
if(realappearence)
qdel(realappearence)
realappearence = null
if(realappearance)
qdel(realappearance)
realappearance = null
if(heated)
var/mob/camera/eminence/E = get_eminence()
if(E)
E.superheated_walls--
return ..()
/turf/closed/wall/clockwork/ReplaceWithLattice()
@@ -136,14 +137,14 @@
heated = TRUE
hardness = -100 //Lower numbers are tougher, so this makes the wall essentially impervious to smashing
slicing_duration = 150
animate(realappearence, color = "#FFC3C3", time = 5)
animate(realappearance, color = "#FFC3C3", time = 5)
else
name = initial(name)
visible_message("<span class='notice'>[src] cools down.</span>")
heated = FALSE
hardness = initial(hardness)
slicing_duration = initial(slicing_duration)
animate(realappearence, color = initial(realappearence.color), time = 25)
animate(realappearance, color = initial(realappearance.color), time = 25)
/turf/closed/wall/vault