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Add style to BSA's Laser (#44911)
The old Laser Sprite was pretty old, literally just a 4 color line. Decided that it should probably look more in line with a 2,000,000 Watt beam of pure destruction. As an added bonus, the laser now fires on the correct tile in front of the BSA now, in addition to having a built in splashwave around where it's fired.
This commit is contained in:
committed by
Tad Hardesty
parent
cd97720cd7
commit
bbcd45a648
@@ -141,6 +141,23 @@
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. = ..()
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update_icon()
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/obj/effect/temp_visual/bsa_splash
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name = "\improper Bluespace energy wave"
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desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light."
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icon = 'icons/effects/beam_splash.dmi'
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icon_state = "beam_splash_l"
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layer = ABOVE_ALL_MOB_LAYER
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pixel_y = -16
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duration = 50
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/obj/effect/temp_visual/bsa_splash/Initialize(mapload, dir)
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. = ..()
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switch(dir)
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if(WEST)
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icon_state = "beam_splash_w"
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if(EAST)
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icon_state = "beam_splash_e"
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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@@ -440,3 +457,4 @@
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animate(src, alpha = 0, transform = skew, time = duration)
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else
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return INITIALIZE_HINT_QDEL
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@@ -139,7 +139,7 @@
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/obj/machinery/bsa/full/proc/get_front_turf()
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switch(dir)
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if(WEST)
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return locate(x - 6,y,z)
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return locate(x - 7,y,z)
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if(EAST)
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return locate(x + 4,y,z)
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return get_turf(src)
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@@ -181,6 +181,7 @@
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for(var/turf/T in getline(get_step(point,dir),get_target_turf()))
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T.ex_act(EXPLODE_DEVASTATE)
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point.Beam(get_target_turf(),icon_state="bsa_beam",time=50,maxdistance = world.maxx) //ZZZAP
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new /obj/effect/temp_visual/bsa_splash(point, dir)
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message_admins("[ADMIN_LOOKUPFLW(user)] has launched an artillery strike targeting [ADMIN_VERBOSEJMP(bullseye)].")
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log_game("[key_name(user)] has launched an artillery strike targeting [AREACOORD(bullseye)].")
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