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d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00

291 lines
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/// Shoots a random, fake projectile to the hallucinator
/datum/hallucination/stray_bullet
random_hallucination_weight = 7
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/datum/hallucination/stray_bullet/start()
var/list/turf/starting_locations = list()
for(var/turf/open/open_out_of_view in view(world.view + 1, hallucinator) - view(world.view, hallucinator))
starting_locations += open_out_of_view
if(!length(starting_locations))
return FALSE
var/turf/start = pick(starting_locations)
var/fake_type = pick(subtypesof(/obj/projectile/hallucination))
feedback_details += "Type: [fake_type], Source: ([start.x], [start.y], [start.z])"
var/obj/projectile/hallucination/fake_projectile = new fake_type(start, src)
fake_projectile.aim_projectile(hallucinator, start)
fake_projectile.fire()
QDEL_IN(src, 10 SECONDS) // Should clean up the projectile if it somehow gets stuck.
return TRUE
/// Hallucinated projectiles.
/obj/projectile/hallucination
name = "bullet"
icon = null
icon_state = null
hitsound = ""
suppressed = SUPPRESSED_VERY
ricochets_max = 0
ricochet_chance = 0
damage = 0
log_override = TRUE
do_not_log = TRUE
/// Our parent hallucination that's created us
var/datum/hallucination/parent
/// The image that represents our projectile itself
var/image/fake_bullet
var/hal_icon = 'icons/obj/weapons/guns/projectiles.dmi'
var/hal_icon_state
var/hal_fire_sound
var/hal_hitsound
var/hal_hitsound_wall
var/hal_impact_effect
var/hal_impact_effect_wall
var/hit_duration
var/hit_duration_wall
/obj/projectile/hallucination/Initialize(mapload, datum/hallucination/parent)
. = ..()
if(!parent)
stack_trace("[type] was created without a parent hallucination.")
return INITIALIZE_HINT_QDEL
src.parent = parent
RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(parent_deleting))
/obj/projectile/hallucination/Destroy()
if(!QDELETED(parent.hallucinator))
parent.hallucinator.client?.images -= fake_bullet
fake_bullet = null
UnregisterSignal(parent, COMSIG_QDELETING)
parent = null
return ..()
/// Signal proc for [COMSIG_QDELETING], if our associated hallucination deletes, we need to clean up
/obj/projectile/hallucination/proc/parent_deleting(datum/source)
SIGNAL_HANDLER
qdel(src)
/obj/projectile/hallucination/fire()
if(hal_fire_sound)
parent.hallucinator.playsound_local(get_turf(src), hal_fire_sound, 60, TRUE)
fake_bullet = image(hal_icon, src, hal_icon_state, ABOVE_MOB_LAYER)
parent.hallucinator.client?.images += fake_bullet
return ..()
/obj/projectile/hallucination/on_hit(atom/target, blocked, pierce_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return
if(ismob(target))
if(hal_hitsound)
parent.hallucinator.playsound_local(target, hal_hitsound, 100, 1)
on_mob_hit(target)
else
if(hal_hitsound_wall)
parent.hallucinator.playsound_local(loc, hal_hitsound_wall, 40, 1)
if(hal_impact_effect_wall)
spawn_hit(target, TRUE)
qdel(src)
/// Called when a mob is hit by the fake projectile
/obj/projectile/hallucination/proc/on_mob_hit(mob/living/hit_mob)
if(hit_mob == parent.hallucinator)
to_chat(parent.hallucinator, span_userdanger("[hit_mob] is hit by \a [src] in the chest!"))
apply_effect_to_hallucinator(parent.hallucinator)
else if(hit_mob in view(parent.hallucinator))
to_chat(parent.hallucinator, span_danger("[hit_mob] is hit by \a [src] in the chest!"))
if(damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, get_turf(hit_mob))
spawn_blood(hit_mob, splatter_dir)
else if(hal_impact_effect)
spawn_hit(hit_mob, FALSE)
/// Called when the hallucinator themselves are hit by the fake projectile
/obj/projectile/hallucination/proc/apply_effect_to_hallucinator(mob/living/afflicted)
return
/// Called after a mob is hit by the fake projectile, and our fake projectile is of brute type, to create fake blood
/obj/projectile/hallucination/proc/spawn_blood(mob/living/bleeding, set_dir)
if(!parent.hallucinator.client) // Purely visual, don't need to do this for clientless mobs
return
var/splatter_icon_state
if(ISDIAGONALDIR(set_dir))
splatter_icon_state = "splatter[pick(1, 2, 6)]"
else
splatter_icon_state = "splatter[pick(3, 4, 5)]"
var/image/blood = image('icons/effects/blood.dmi', bleeding, splatter_icon_state, ABOVE_MOB_LAYER)
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
parent.hallucinator.client?.images |= blood
animate(blood, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = 5)
addtimer(CALLBACK(src, PROC_REF(clean_up_blood), blood), 0.5 SECONDS)
/obj/projectile/hallucination/proc/clean_up_blood(image/blood)
parent.hallucinator.client?.images -= blood
/// Called with a non-mob atom was hit by our fake projectile, or a mob was hit and our damge type is not brute
/obj/projectile/hallucination/proc/spawn_hit(atom/hit_atom, is_wall)
if(!parent.hallucinator.client) // Purely visual, don't need to do this for clientless mobs
return
var/image/hit_effect = image('icons/effects/blood.dmi', hit_atom, is_wall ? hal_impact_effect_wall : hal_impact_effect, ABOVE_MOB_LAYER)
hit_effect.pixel_w = hit_atom.pixel_x + rand(-4,4)
hit_effect.pixel_z = hit_atom.pixel_y + rand(-4,4)
parent.hallucinator.client.images |= hit_effect
addtimer(CALLBACK(src, PROC_REF(clean_up_hit), hit_effect), is_wall ? hit_duration_wall : hit_duration)
/obj/projectile/hallucination/proc/clean_up_hit(image/hit_effect)
parent.hallucinator.client?.images -= hit_effect
/obj/projectile/hallucination/bullet
name = "bullet"
hal_icon_state = "bullet"
hal_fire_sound = "gunshot"
hal_hitsound = 'sound/items/weapons/pierce.ogg'
hal_hitsound_wall = SFX_RICOCHET
hal_impact_effect = "impact_bullet"
hal_impact_effect_wall = "impact_bullet"
hit_duration = 5
hit_duration_wall = 5
/obj/projectile/hallucination/bullet/apply_effect_to_hallucinator(mob/living/afflicted)
afflicted.adjustStaminaLoss(60)
/obj/projectile/hallucination/laser
name = "laser"
damage_type = BURN
hal_icon_state = "laser"
hal_fire_sound = 'sound/items/weapons/laser.ogg'
hal_hitsound = 'sound/items/weapons/sear.ogg'
hal_hitsound_wall = 'sound/items/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser"
hal_impact_effect_wall = "impact_laser_wall"
hit_duration = 4
hit_duration_wall = 10
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
ricochets_max = 50
ricochet_chance = 80
reflectable = TRUE
/obj/projectile/hallucination/laser/apply_effect_to_hallucinator(mob/living/afflicted)
afflicted.adjustStaminaLoss(20)
afflicted.adjust_eye_blur(4 SECONDS)
/obj/projectile/hallucination/disabler
name = "disabler beam"
damage_type = STAMINA
hal_icon_state = "omnilaser"
hal_fire_sound = 'sound/items/weapons/taser2.ogg'
hal_hitsound = 'sound/items/weapons/tap.ogg'
hal_hitsound_wall = 'sound/items/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser_blue"
hal_impact_effect_wall = null
hit_duration = 4
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
ricochets_max = 50
ricochet_chance = 80
reflectable = TRUE
/obj/projectile/hallucination/disabler/apply_effect_to_hallucinator(mob/living/afflicted)
afflicted.adjustStaminaLoss(30)
/obj/projectile/hallucination/ebow
name = "bolt"
damage_type = TOX
hal_icon_state = "cbbolt"
hal_fire_sound = 'sound/items/weapons/genhit.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/projectile/hallucination/ebow/apply_effect_to_hallucinator(mob/living/afflicted)
afflicted.adjust_slurring(10 SECONDS)
afflicted.Knockdown(1 SECONDS)
afflicted.adjustStaminaLoss(75) // 60 stam + 15 tox
afflicted.adjust_eye_blur(20 SECONDS)
/obj/projectile/hallucination/change
name = "bolt of change"
damage_type = BURN
hal_icon_state = "ice_1"
hal_fire_sound = 'sound/effects/magic/staff_change.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/projectile/hallucination/change/apply_effect_to_hallucinator(mob/living/afflicted)
// Future idea: Make it so any other mob hit appear to be polymorphed to the hallucinator
afflicted.cause_hallucination( \
get_random_valid_hallucination_subtype(/datum/hallucination/delusion/preset), \
"fake [name]", \
duration = 30 SECONDS, \
affects_us = TRUE, \
affects_others = FALSE, \
skip_nearby = FALSE, \
play_wabbajack = TRUE, \
)
/obj/projectile/hallucination/death
name = "bolt of death"
damage_type = BURN
hal_icon_state = "pulse1_bl"
hal_fire_sound = 'sound/effects/magic/wandodeath.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/projectile/hallucination/death/apply_effect_to_hallucinator(mob/living/afflicted)
afflicted.cause_hallucination(/datum/hallucination/death, "fake [name]")