Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -34,7 +34,7 @@
|
||||
return get_step(center,SOUTH)
|
||||
if(9)
|
||||
return get_step(center,SOUTHEAST)
|
||||
|
||||
|
||||
/obj/effect/sliding_puzzle/Initialize(mapload)
|
||||
..()
|
||||
return INITIALIZE_HINT_LATELOAD
|
||||
@@ -56,7 +56,7 @@
|
||||
/obj/effect/sliding_puzzle/proc/validate()
|
||||
if(finished)
|
||||
return
|
||||
|
||||
|
||||
if(elements.len < 8) //Someone broke it
|
||||
qdel(src)
|
||||
|
||||
@@ -86,7 +86,7 @@
|
||||
shake_camera(M, COLLAPSE_DURATION , 1)
|
||||
for(var/obj/structure/puzzle_element/E in elements)
|
||||
E.collapse()
|
||||
|
||||
|
||||
dispense_reward()
|
||||
|
||||
/obj/effect/sliding_puzzle/proc/dispense_reward()
|
||||
@@ -103,7 +103,7 @@
|
||||
for(var/j in i to current_ordering.len)
|
||||
if(current_ordering[j] < checked_value)
|
||||
swap_tally++
|
||||
|
||||
|
||||
return swap_tally % 2 == 0
|
||||
|
||||
//swap two tiles in same row
|
||||
@@ -113,13 +113,13 @@
|
||||
if(empty_tile_id == 1 || empty_tile_id == 2) //Can't swap with empty one so just grab some in second row
|
||||
first_tile_id = 4
|
||||
other_tile_id = 5
|
||||
|
||||
|
||||
var/turf/T1 = get_turf_for_id(first_tile_id)
|
||||
var/turf/T2 = get_turf_for_id(other_tile_id)
|
||||
|
||||
|
||||
var/obj/structure/puzzle_element/E1 = locate() in T1
|
||||
var/obj/structure/puzzle_element/E2 = locate() in T2
|
||||
|
||||
|
||||
E1.forceMove(T2)
|
||||
E2.forceMove(T1)
|
||||
|
||||
@@ -294,7 +294,7 @@
|
||||
|
||||
//Some armor so it's harder to kill someone by mistake.
|
||||
/obj/structure/puzzle_element/prison
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 50, ACID = 50)
|
||||
|
||||
/obj/structure/puzzle_element/prison/relaymove(mob/user)
|
||||
return
|
||||
@@ -342,7 +342,7 @@
|
||||
for(var/atom/movable/AM in things_to_throw)
|
||||
var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(AM, T)))
|
||||
AM.throw_at(throwtarget, 2, 3)
|
||||
|
||||
|
||||
//Create puzzle itself
|
||||
cube.prisoner = prisoner
|
||||
cube.setup()
|
||||
|
||||
Reference in New Issue
Block a user