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Deletes the rain that wasn't particle weather and some other things (#…
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…1244)

* weather deletions

* deletes all the old rain ambience, redefines the fill condition on bins, redefines the fill condition on reagent containers, this is also where i touched lighting and screen objects

* final

* final final

* nope

* this shouldn't be here

* ???

* guh?

* this wasn't deleted for some reason

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
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lavillastrangiato and La Villa Strangiato authored Dec 15, 2024
1 parent e17800b commit 33026ae
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Showing 20 changed files with 29 additions and 539 deletions.
7 changes: 3 additions & 4 deletions code/_onclick/hud/screen_objects.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1868,10 +1868,9 @@
if("dawn")
icon_state = "dawn"
name = "Sir Sun - Dawn"
for(var/datum/weather/rain/R in SSweather.curweathers)
if(R.stage < 2)
add_overlay("clouds")
if(R.stage == 2)
/* if(R.stage < 2)
add_overlay("clouds") */
if(PARTICLEWEATHER_RAIN)
add_overlay("rainlay")

/atom/movable/screen/rogfat
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10 changes: 5 additions & 5 deletions code/controllers/subsystem/particle_weather.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ SUBSYSTEM_DEF(ParticleWeather)
flags = SS_BACKGROUND
wait = 10
runlevels = RUNLEVEL_GAME
var/list/elligble_weather = list()
var/list/eligible_weather = list()
var/datum/particle_weather/runningWeather
// var/list/next_hit = list() //Used by barometers to know when the next storm is coming

Expand All @@ -22,7 +22,7 @@ SUBSYSTEM_DEF(ParticleWeather)
runningWeather.weather_obj_act(act_on)
else
// start random weather
var/datum/particle_weather/our_event = pickweight(elligble_weather) //possible_weather
var/datum/particle_weather/our_event = pickweight(eligible_weather) //possible_weather
if(our_event)
run_weather(our_event)

Expand All @@ -36,8 +36,8 @@ SUBSYSTEM_DEF(ParticleWeather)

// any weather with a probability set may occur at random
if (probability && (target_trait in GLOB.vanderlin_weather)) //TODO VANDERLIN: Map trait this.
LAZYINITLIST(elligble_weather)
elligble_weather[W] = probability
LAZYINITLIST(eligible_weather)
eligible_weather[W] = probability
return ..()

/datum/controller/subsystem/ParticleWeather/proc/run_weather(datum/particle_weather/weather_datum_type, force = 0)
Expand Down Expand Up @@ -65,7 +65,7 @@ SUBSYSTEM_DEF(ParticleWeather)


/datum/controller/subsystem/ParticleWeather/proc/make_eligible(possible_weather)
elligble_weather = possible_weather
eligible_weather = possible_weather
// next_hit = null

/datum/controller/subsystem/ParticleWeather/proc/getweatherEffect()
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4 changes: 0 additions & 4 deletions code/controllers/subsystem/weather.dm
Original file line number Diff line number Diff line change
Expand Up @@ -108,10 +108,6 @@ SUBSYSTEM_DEF(weather)
/atom/proc/weather_trigger(W)
return

/mob/living/weather_trigger(W)
if(W==/datum/weather/rain)
START_PROCESSING(SSweather,src)

/turf/proc/trigger_weather(atom/A)
if(A)
var/area/AR = get_area(src)
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2 changes: 2 additions & 0 deletions code/datums/particle_weathers/datum_types/rain.dm
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
//Makes you a little chilly
/datum/particle_weather/rain_gentle/weather_act(mob/living/L)
L.adjust_bodytemperature(-rand(1,3))
L.adjust_fire_stacks(-50)

/datum/particle_weather/rain_storm
name = "Rain"
Expand All @@ -58,3 +59,4 @@
//Makes you a bit chilly
/datum/particle_weather/rain_storm/weather_act(mob/living/L)
L.adjust_bodytemperature(-rand(3,5))
L.SoakMob(FULL_BODY)
32 changes: 0 additions & 32 deletions code/datums/weather/weather_types/acid_rain.dm

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113 changes: 0 additions & 113 deletions code/datums/weather/weather_types/ash_storm.dm

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39 changes: 0 additions & 39 deletions code/datums/weather/weather_types/floor_is_lava.dm

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File renamed without changes.
67 changes: 0 additions & 67 deletions code/datums/weather/weather_types/radiation_storm.dm

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