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[MIRROR] Resprited assemblies (#29275)
* Resprited assemblies (#85763) ## About The Pull Request Refreshes absolutely ancient assembly sprites in 3/4 format  Top to bottom, left to right: voice analyzer, health scanner, condenser, igniter, proximity detector (now inspired by IRL motion detectors), remote signaller, timer and infrared beam emitter. Timers now also show time left with their blinking lights, additional lights will blink for every 10 seconds remaining on the timer ## Why It's Good For The Game Current ones are absolutely ancient and rather abstract, I am honestly not even sure what half of them were supposed to represent. ## Changelog 🆑 image: Resprited all main assemblies /🆑 * Resprited assemblies --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
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@@ -107,28 +107,14 @@
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var/turf/last_turf = final_turfs[length(final_turfs)]
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buffer_turf = get_step(last_turf, dir)
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var/beam_target_x = pixel_x
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var/beam_target_y = pixel_y
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// The beam by default will go to middle of turf (because items are in the middle of turfs)
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// So we need to offset it
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if(dir & NORTH)
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beam_target_y += 16
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else if(dir & SOUTH)
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beam_target_y -= 16
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if(dir & WEST)
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beam_target_x -= 16
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else if(dir & EAST)
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beam_target_x += 16
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active_beam = start_loc.Beam(
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BeamTarget = last_turf,
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beam_type = /obj/effect/ebeam/reacting/infrared,
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icon = 'icons/effects/beam.dmi',
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icon_state = "1-full",
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beam_color = COLOR_RED,
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icon_state = "infrared",
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emissive = TRUE,
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override_target_pixel_x = beam_target_x,
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override_target_pixel_y = beam_target_y,
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override_target_pixel_x = pixel_x,
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override_target_pixel_y = pixel_y,
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)
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RegisterSignal(active_beam, COMSIG_BEAM_ENTERED, PROC_REF(beam_entered))
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RegisterSignal(active_beam, COMSIG_BEAM_TURFS_CHANGED, PROC_REF(beam_turfs_changed))
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@@ -67,6 +67,9 @@
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if(!timing)
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return
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time -= seconds_per_tick
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if (time == 9 || time == 19 || time == 29)
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update_appearance()
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if(time <= 0)
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timing = FALSE
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timer_end()
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@@ -79,9 +82,14 @@
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/obj/item/assembly/timer/update_overlays()
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. = ..()
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attached_overlays = list()
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if(timing)
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. += "timer_timing"
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attached_overlays += "timer_timing"
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if(!timing)
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return
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attached_overlays += "timer_timing"
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for (var/i in 1 to clamp(ceil(time / 10), 1, 3))
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var/mutable_appearance/timer_light = mutable_appearance(icon, "timer_light", layer, src)
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timer_light.pixel_x = (i - 1) * 2
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. += timer_light
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/obj/item/assembly/timer/ui_status(mob/user, datum/ui_state/state)
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if(is_secured(user))
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Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 125 KiB |
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Before Width: | Height: | Size: 28 KiB After Width: | Height: | Size: 26 KiB |
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Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 37 KiB |
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