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