[NO GBP] Fixing a couple nits with hot spring turfs. (#88318)

This commit is contained in:
Ghom
2024-12-10 18:55:09 +01:00
committed by GitHub
parent 15d07d2553
commit 30179707ec
4 changed files with 12 additions and 14 deletions
-3
View File
@@ -691,17 +691,14 @@
icon_state = "shower_regen_catgirl"
/atom/movable/screen/alert/status_effect/washing_regen/dislike
name = "Washing"
desc = "This water feels dirty..."
icon_state = "shower_regen_dirty"
/atom/movable/screen/alert/status_effect/washing_regen/bloody_like
name = "Washing"
desc = "Mhhhmmmm... the crimson red drops of life. How delightful."
icon_state = "shower_regen_blood_happy"
/atom/movable/screen/alert/status_effect/washing_regen/bloody_dislike
name = "Washing"
desc = "Is that... blood? What the fuck!"
icon_state = "shower_regen_blood_bad"
+4 -4
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@@ -107,16 +107,16 @@
"steam_cloud_4" = 1,
"steam_cloud_5" = 1,
)
color = "#FFFFFFAA"
count = 6
spawning = 0.5
color = "#FFFFFF8A"
count = 5
spawning = 0.3
lifespan = 3 SECONDS
fade = 1.2 SECONDS
fadein = 0.4 SECONDS
position = generator(GEN_BOX, list(-17,-15,0), list(24,15,0), NORMAL_RAND)
scale = generator(GEN_VECTOR, list(0.9,0.9), list(1.1,1.1), NORMAL_RAND)
drift = generator(GEN_SPHERE, list(-0.01,0), list(0.01,0.01), UNIFORM_RAND)
spin = generator(GEN_NUM, list(-3,3), NORMAL_RAND)
spin = generator(GEN_NUM, list(-2,2), NORMAL_RAND)
gravity = list(0.05, 0.28)
friction = 0.3
grow = 0.037
+8 -7
View File
@@ -114,6 +114,12 @@
/turf/open/water/hot_spring/Initialize(mapload)
. = ..()
// We need to add the immerse element now because the icon_states are randomized and
// we don't want to end up with 4 different immerse elements, which would cause
// the immerse trait to be repeatedly removed and readded as someone moves within the pool,
// replacing the status effect over and over, which can be seen through the status effect alert icon.
AddElement(/datum/element/immerse, icon, icon_state, "immerse", immerse_overlay_color, alpha = immerse_overlay_alpha)
immerse_added = TRUE
icon_state = "pool_[rand(1, 4)]"
particle_effect = new(src, /particles/hotspring_steam, 4)
//render the steam over mobs and objects on the game plane
@@ -123,8 +129,7 @@
add_filter("hot_spring_waves", 1, wave_filter(y = 1, size = 1, offset = 0, flags = WAVE_BOUNDED))
var/filter = get_filter("hot_spring_waves")
animate(filter, offset = 1, time = 3 SECONDS, loop = -1, easing = SINE_EASING|EASE_IN|EASE_OUT)
animate(offset = -1, time = 3 SECONDS, easing = SINE_EASING|EASE_IN|EASE_OUT)
animate(offset = 0, time = 3 SECONDS, easing = SINE_EASING|EASE_IN|EASE_OUT)
/turf/open/water/hot_spring/Destroy()
QDEL_NULL(particle_effect)
@@ -139,11 +144,7 @@
return
enter_hot_spring(arrived)
/turf/open/water/hot_spring/proc/enter_initialized_movable(datum/source, atom/movable/movable)
SIGNAL_HANDLER
if(!immerse_added && !is_type_in_typecache(movable, GLOB.immerse_ignored_movable))
AddElement(/datum/element/immerse, icon, icon_state, "immerse", immerse_overlay_color, alpha = immerse_overlay_alpha)
immerse_added = TRUE
/turf/open/water/hot_spring/on_atom_inited(datum/source, atom/movable/movable)
enter_hot_spring(movable)
///Registers the signals from the immerse element and calls dip_in if the movable has the required trait.
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