Adjusts easing in places where EASE_IN/OUT was applied without a curve. (#92976)

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
This commit is contained in:
ArcaneMusic
2025-09-27 17:54:45 +02:00
committed by GitHub
co-authored by SmArtKar
parent 53a206e6c7
commit d87637e6ab
16 changed files with 29 additions and 21 deletions
@@ -131,7 +131,7 @@
/obj/effect/temp_visual/rising_rocket/Initialize(mapload)
. = ..()
playsound(src, 'sound/items/weapons/minebot_rocket.ogg', 100, FALSE)
animate(src, pixel_y = base_pixel_y + 500, time = duration, easing = EASE_IN)
animate(src, pixel_y = base_pixel_y + 500, time = duration, easing = QUAD_EASING|EASE_IN)
/obj/effect/temp_visual/falling_rocket
name = "Missile"
+2 -2
View File
@@ -1253,7 +1253,7 @@
var/matrix/flipped_matrix = transform
flipped_matrix.b = -flipped_matrix.b
flipped_matrix.e = -flipped_matrix.e
animate(src, transform = flipped_matrix, time = 0.5 SECONDS, easing = EASE_OUT, flags = ANIMATION_PARALLEL)
animate(src, transform = flipped_matrix, time = 0.5 SECONDS, easing = SINE_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
add_offsets(NEGATIVE_GRAVITY_TRAIT, y_add = 4)
if(NEGATIVE_GRAVITY + 0.01 to 0)
if(!istype(gravity_alert, /atom/movable/screen/alert/weightless))
@@ -1278,7 +1278,7 @@
var/matrix/flipped_matrix = transform
flipped_matrix.b = -flipped_matrix.b
flipped_matrix.e = -flipped_matrix.e
animate(src, transform = flipped_matrix, time = 0.5 SECONDS, easing = EASE_OUT, flags = ANIMATION_PARALLEL)
animate(src, transform = flipped_matrix, time = 0.5 SECONDS, easing = SINE_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
remove_offsets(NEGATIVE_GRAVITY_TRAIT)
/mob/living/singularity_pull(atom/singularity, current_size)
@@ -51,7 +51,7 @@
//if true, we want to avoid any animation time, it'll tween and not rotate at all otherwise.
var/is_opposite_angle = REVERSE_ANGLE(lying_angle) == lying_prev
var/animate_time = is_opposite_angle ? 0 : UPDATE_TRANSFORM_ANIMATION_TIME
animate(src, transform = ntransform, time = animate_time, dir = final_dir, easing = (EASE_IN|EASE_OUT))
animate(src, transform = ntransform, time = animate_time, dir = final_dir, easing = SINE_EASING)
for (var/hud_key in hud_list)
var/image/hud_image = hud_list[hud_key]
if (istype(hud_image))
@@ -188,11 +188,11 @@ Difficulty: Medium
if(dir & (EAST|WEST)) //Facing east or west
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
animate(src, transform = our_matrix, pixel_y = -6, dir = final_dir, time = 2, easing = EASE_IN|EASE_OUT)
animate(src, transform = our_matrix, pixel_y = -6, dir = final_dir, time = 2, easing = QUAD_EASING)
sleep(0.5 SECONDS)
animate(src, color = list("#A7A19E", "#A7A19E", "#A7A19E", list(0, 0, 0)), time = 10, easing = EASE_IN, flags = ANIMATION_PARALLEL)
animate(src, color = list("#A7A19E", "#A7A19E", "#A7A19E", list(0, 0, 0)), time = 10, easing = SINE_EASING|EASE_IN, flags = ANIMATION_PARALLEL)
sleep(0.4 SECONDS)
animate(src, alpha = 0, time = 6, easing = EASE_OUT, flags = ANIMATION_PARALLEL)
animate(src, alpha = 0, time = 6, easing = SINE_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/guidance
guidance = TRUE
@@ -366,14 +366,14 @@ Difficulty: Hard
for(var/t in RANGE_TURFS(1, source))
var/obj/effect/temp_visual/hierophant/blast/damaging/B = new(t, src, FALSE)
B.damage = 30
animate(src, alpha = 0, time = 2, easing = EASE_OUT) //fade out
animate(src, alpha = 0, time = 2, easing = SINE_EASING|EASE_OUT) //fade out
SLEEP_CHECK_DEATH(1, src)
visible_message(span_hierophant_warning("[src] fades out!"))
ADD_TRAIT(src, TRAIT_UNDENSE, VANISHING_TRAIT)
SLEEP_CHECK_DEATH(2, src)
forceMove(T)
SLEEP_CHECK_DEATH(1, src)
animate(src, alpha = 255, time = 2, easing = EASE_IN) //fade IN
animate(src, alpha = 255, time = 2, easing = SINE_EASING|EASE_IN) //fade IN
SLEEP_CHECK_DEATH(1, src)
REMOVE_TRAIT(src, TRAIT_UNDENSE, VANISHING_TRAIT)
visible_message(span_hierophant_warning("[src] fades in!"))
@@ -146,14 +146,14 @@
new /obj/effect/temp_visual/hierophant/blast/damaging/pandora(t, src)
for(var/t in RANGE_TURFS(1, source))
new /obj/effect/temp_visual/hierophant/blast/damaging/pandora(t, src)
animate(src, alpha = 0, time = 2, easing = EASE_OUT) //fade out
animate(src, alpha = 0, time = 2, easing = SINE_EASING|EASE_OUT) //fade out
visible_message(span_hierophant_warning("[src] fades out!"))
ADD_TRAIT(src, TRAIT_UNDENSE, VANISHING_TRAIT)
addtimer(CALLBACK(src, PROC_REF(pandora_teleport_3), T), 0.2 SECONDS)
/mob/living/simple_animal/hostile/asteroid/elite/pandora/proc/pandora_teleport_3(turf/T)
forceMove(T)
animate(src, alpha = 255, time = 2, easing = EASE_IN) //fade IN
animate(src, alpha = 255, time = 2, easing = CIRCULAR_EASING|EASE_IN) //fade IN
REMOVE_TRAIT(src, TRAIT_UNDENSE, VANISHING_TRAIT)
visible_message(span_hierophant_warning("[src] fades in!"))