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[MIRROR] Add an animation for shaking (#456)
* Merge pull request #52975 from Jared-Fogle/shake-animation Add an animation for shaking * Add an animation for shaking Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
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@@ -1,3 +1,5 @@
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#define SHAKE_ANIMATION_OFFSET 4
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/mob/living/carbon/get_eye_protection()
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. = ..()
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var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
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@@ -469,6 +471,13 @@
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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// Shake animation
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if (incapacitated())
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var/direction = prob(50) ? -1 : 1
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animate(src, pixel_x = pixel_x + SHAKE_ANIMATION_OFFSET * direction, time = 1, easing = QUAD_EASING | EASE_OUT)
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animate(pixel_x = pixel_x - (SHAKE_ANIMATION_OFFSET * 2 * direction), time = 1)
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animate(pixel_x = pixel_x + SHAKE_ANIMATION_OFFSET * direction, time = 1, easing = QUAD_EASING | EASE_IN)
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/// Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
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/mob/living/carbon/proc/check_self_for_injuries()
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if(stat == DEAD || stat == UNCONSCIOUS)
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@@ -625,3 +634,5 @@
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var/obj/item/bodypart/limb = _limb
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if (limb.status != BODYPART_ORGANIC)
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. += (limb.brute_dam * limb.body_damage_coeff) + (limb.burn_dam * limb.body_damage_coeff)
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#undef SHAKE_ANIMATION_OFFSET
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