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Fix indentations (#17481)
* cbt * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fsadffsda sad * sadfasd * jhn * dsfa * saf * safsad * sda
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@@ -1,6 +1,6 @@
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/*
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/datum/effect_system
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var/atom/movable/holder
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var/atom/movable/holder
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- The atom that this effect_system is attached to.
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var/no_del
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- If this effect_system should be deleted at end of processing.
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@@ -14,7 +14,7 @@
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- Called when the object is queued for update. Overriding procs should call ..()
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/datum/effect_system/process()
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- Called when the processor processes this effect.
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- Called when the processor processes this effect.
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Return ..() to allow default behavior of self-destroying after one tick.
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Alternately; EFFECT_HALT, EFFECT_CONTINUE, and EFFECT_DESTROY can be used to tell the processor what to do with the object.
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@@ -30,7 +30,7 @@
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/obj/effect/map_effect/interval/Initialize()
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/obj/effect/map_effect/interval/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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@@ -44,7 +44,7 @@
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//Not yet!
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if(world.time < next_attempt)
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return
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// Check to see if we're useful first.
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if(!always_run && !check_for_player_proximity(src, proximity_needed, ignore_ghosts, ignore_afk))
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next_attempt = world.time + retry_delay
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@@ -66,4 +66,4 @@
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continue
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if(M.z == proximity_to.z && get_dist(M, proximity_to) <= radius)
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return TRUE
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return FALSE
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return FALSE
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@@ -9,27 +9,27 @@ Portals do have some specific requirements when mapping them in;
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- Each side must face opposite directions, e.g. if side A faces SOUTH, side B must face NORTH.
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- Each side must have the same orientation, e.g. horizontal on both sides, or vertical on both sides.
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- Portals can be made to be longer than 1x1 with `/obj/effect/map_effect/portal/line`s,
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but both sides must have the same length.
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but both sides must have the same length.
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- If portal lines are added, they must form a straight line and be next to a portal master or another portal line.
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- If portal lines are used, both portal masters should be in the same relative position among the lines.
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E.g. both being on the left most side on a horizontal row.
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E.g. both being on the left most side on a horizontal row.
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Portals also have some limitations to be aware of when mapping. Some of these are not an issue if you're trying to make an 'obvious' portal;
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- The objects seen through portals are purely visual, which has many implications,
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such as simple_animal AIs being blind to mobs on the other side of portals.
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such as simple_animal AIs being blind to mobs on the other side of portals.
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- Objects on the other side of a portal can be interacted with if the interaction has no range limitation,
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or the distance between the two portal sides happens to be less than the interaction max range. Examine will probably work,
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while picking up an item that appears to be next to you will fail.
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or the distance between the two portal sides happens to be less than the interaction max range. Examine will probably work,
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while picking up an item that appears to be next to you will fail.
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- Sounds currently are not carried across portals.
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- Mismatched lighting between each portal end can make the portal look obvious.
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- Portals look weird when observing as a ghost, or otherwise when able to see through walls. Meson vision will also spoil the illusion.
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- Walls that change icons based on neightboring walls can give away that a portal is nearby if both sides don't have a similar transition.
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- Projectiles that pass through portals will generally work as intended, however aiming and firing upon someone on the other side of a portal
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will likely be weird due to the click targeting the real position of the thing clicked instead of the apparent position.
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Thrown objects suffer a similar fate.
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will likely be weird due to the click targeting the real position of the thing clicked instead of the apparent position.
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Thrown objects suffer a similar fate.
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- The tiles that are visually shown across a portal are determined based on visibility at the time of portal initialization,
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and currently don't update, meaning that opacity changes are not reflected, e.g. a wall is deconstructed, or an airlock is opened.
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and currently don't update, meaning that opacity changes are not reflected, e.g. a wall is deconstructed, or an airlock is opened.
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- There is currently a small but somewhat noticable pause in mob movement when moving across a portal,
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as a result of the mob's glide animation being inturrupted by a teleport.
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as a result of the mob's glide animation being inturrupted by a teleport.
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- Gas is not transferred through portals, and ZAS is oblivious to them.
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A lot of those limitations can potentially be solved with some more work. Otherwise, portals work best in static environments like Points of Interest,
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when portals are shortly lived, or when portals are made to be obvious with special effects.
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@@ -2,13 +2,13 @@
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name = "maze helper"
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/**
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* Helper handler proc
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*
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* This exists as an overridable method so you can do custom helper logic.
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* An example of this is removing all windows on a tile.
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*
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* Arguments:
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* * blockwise - This will be TRUE if the maze this is running on is a blockwise maze
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*/
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* Helper handler proc
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*
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* This exists as an overridable method so you can do custom helper logic.
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* An example of this is removing all windows on a tile.
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*
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* Arguments:
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* * blockwise - This will be TRUE if the maze this is running on is a blockwise maze
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*/
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/obj/effect/mazegen/module_helper/proc/helper_run(blockwise = FALSE, obj/effect/mazegen/host)
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CRASH("spawn_loot() not overriden for [type]")
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@@ -4,13 +4,13 @@
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var/spawn_probability = 0
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/**
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* Loot spawner proc
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*
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* This exists as an overridable method so you can do more than just spawn objects.
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* An example of this is spawning a specific mob based on a condition.
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*
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* Arguments:
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* * T - The turf loot will be spawned on
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*/
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* Loot spawner proc
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*
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* This exists as an overridable method so you can do more than just spawn objects.
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* An example of this is spawning a specific mob based on a condition.
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*
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* Arguments:
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* * T - The turf loot will be spawned on
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*/
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/obj/effect/mazegen/module_loot/proc/spawn_loot(turf/T)
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CRASH("spawn_loot() not overriden for [type]")
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@@ -17,7 +17,7 @@
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spread = spread_dirs
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else
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spread = list()
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..(start_immediately)
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/datum/effect_system/sparks/process()
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@@ -40,6 +40,6 @@
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direction = 0
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S = new /obj/effect/visual/sparks(location, src)
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S.start(direction)
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S.start(direction)
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QUEUE_VISUAL(S)
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total_sparks++
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