Added animation for no nuke explosion.

This commit is contained in:
xxalpha
2015-06-11 21:24:35 +01:00
parent 13b3e0d098
commit 64c4a61819
2 changed files with 17 additions and 1 deletions
+9
View File
@@ -271,6 +271,15 @@ var/datum/subsystem/ticker/ticker
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
cinematic.icon_state = "summary_selfdes"
if("no_core") //Nuke failed to detonate as it had no core
flick("intro_nuke",cinematic)
sleep(35)
flick("station_intact",cinematic)
world << sound('sound/ambience/signal.ogg')
sleep(100)
if(cinematic) del(cinematic)
if(temp_buckle) del(temp_buckle)
return //Faster exit, since nothing happened
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
+8 -1
View File
@@ -190,7 +190,7 @@ var/bomb_set
overlays += panel
/obj/machinery/nuclearbomb/process()
if (timing)
if (timing > 0)
bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed.
timeleft--
if (timeleft <= 0)
@@ -388,6 +388,13 @@ var/bomb_set
yes_code = 0
safety = 1
update_icon()
for(var/mob/M in player_list)
M << 'sound/machines/Alarm.ogg'
if(ticker && ticker.mode)
ticker.mode.explosion_in_progress = 1
sleep(100)
ticker.station_explosion_cinematic(3,"no_core")
ticker.mode.explosion_in_progress = 0
/*
This is here to make the tiles around the station mininuke change when it's armed.