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Deathmatch modifiers (#81673)
## About The Pull Request This PR adds the base to simple modifiers that the host can select to make the minigame ~~worse~~ more entertaining for everyone. Here's the screenshot of the UI (without a few modifiers I added later):  ## Why It's Good For The Game I've seen this minigame is frankly popular lately, so I thought I could contribute to it. ## Changelog 🆑 add: Added 20+ modifiers to the deathmatch minigame, which can be enabled by the host. /🆑
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@@ -19,6 +19,8 @@
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var/active = FALSE
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///The final countdown (delay before we explode)
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var/delay = MICROBOMB_DELAY
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///If the delay is equal or lower to MICROBOMB_DELAY (0.7 sec), the explosion will be instantaneous.
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var/instant_explosion = TRUE
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///Radius of weak devastation explosive impact
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var/explosion_light = MICROBOMB_EXPLOSION_LIGHT
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///Radius of medium devastation explosive impact
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@@ -33,7 +35,8 @@
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var/no_paralyze = FALSE
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///Do we override other explosive implants?
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var/master_implant = FALSE
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///Will this implant notify ghosts when activated?
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var/notify_ghosts = TRUE
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/obj/item/implant/explosive/proc/on_death(datum/source, gibbed)
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SIGNAL_HANDLER
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@@ -73,7 +76,7 @@
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var/turf/boomturf = get_turf(imp_in)
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message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].")
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//If the delay is shorter or equal to the default delay, just blow up already jeez
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if(delay <= MICROBOMB_DELAY)
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if(delay <= MICROBOMB_DELAY && instant_explosion)
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explode()
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return
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timed_explosion()
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@@ -119,14 +122,15 @@
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/obj/item/implant/explosive/proc/timed_explosion()
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imp_in.visible_message(span_warning("[imp_in] starts beeping ominously!"))
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notify_ghosts(
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"[imp_in] is about to detonate their explosive implant!",
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source = src,
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header = "Tick Tick Tick...",
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notify_flags = NOTIFY_CATEGORY_NOFLASH,
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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notify_volume = 75,
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)
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if(notify_ghosts)
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notify_ghosts(
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"[imp_in] is about to detonate their explosive implant!",
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source = src,
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header = "Tick Tick Tick...",
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notify_flags = NOTIFY_CATEGORY_NOFLASH,
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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notify_volume = 75,
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)
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playsound(loc, 'sound/items/timer.ogg', 30, FALSE)
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if(!panic_beep_sound)
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@@ -203,6 +207,13 @@
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if(source.health < source.crit_threshold)
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INVOKE_ASYNC(src, PROC_REF(activate), "deniability")
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/obj/item/implant/explosive/deathmatch
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name = "deathmatch microbomb implant"
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delay = 0.5 SECONDS
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actions_types = null
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instant_explosion = FALSE
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notify_ghosts = FALSE
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/obj/item/implanter/explosive
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name = "implanter (microbomb)"
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imp_type = /obj/item/implant/explosive
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