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Filterrific! (#55246)
Filter refactor + In Game Filter Editor Accessed via VV in the dropdown of atoms. "Edit Filters. Makes filters actually usable. Co-authored-by: ghgh <hghgh>
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@@ -617,7 +617,7 @@
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smoke_effects[i] = smoke_part
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smoke_part.pixel_x = sin(rotation)*32 * i
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smoke_part.pixel_y = abs(cos(rotation))*32 * i
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smoke_part.filters += filter(type = "blur", size = 4)
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smoke_part.add_filter("smoke_blur", 1, gauss_blur_filter(size = 4))
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var/time = (pod.delays[POD_FALLING] / length(smoke_effects))*(length(smoke_effects)-i)
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addtimer(CALLBACK(smoke_part, /obj/effect/supplypod_smoke/.proc/drawSelf, i), time, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
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QDEL_IN(smoke_part, pod.delays[POD_FALLING] + 35)
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@@ -627,7 +627,7 @@
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return
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for (var/obj/effect/supplypod_smoke/smoke_part in smoke_effects)
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animate(smoke_part, alpha = 0, time = 20, flags = ANIMATION_PARALLEL)
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animate(smoke_part.filters[1], size = 6, time = 15, easing = CUBIC_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
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animate(smoke_part.get_filter("smoke_blur"), size = 6, time = 15, easing = CUBIC_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
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/obj/effect/pod_landingzone/proc/endLaunch()
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pod.tryMakeRubble(drop_location())
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