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## About The Pull Request - Fake body - All delusions - Eyes in the Dark - Fake chat messages - Fake death - Fake conspicuous messages - Fake chasms and anomalies - Mirage items (both self and others) - Fake malf APCs - Your Mom - Xeno attack Won't trigger while unconscious - Most fake station messages - Sound of battle Won't trigger while deaf ## Why It's Good For The Game Many of the effects these are mimicking can only trigger while conscious or able to hear, so if you ARE unconscious or deaf, it makes it extremely obvious it's a fake effect. We should instead give them a hallucination that will affect them, like appearing to be on fire. ## Changelog 🆑 Melbert add: Hallucinations that don't make sense to trigger while unconscious or deaf will no longer trigger while unconscious or deaf /🆑
92 lines
2.9 KiB
Plaintext
92 lines
2.9 KiB
Plaintext
/datum/hallucination/eyes_in_dark
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random_hallucination_weight = 2
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hallucination_tier = HALLUCINATION_TIER_COMMON
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/// The floating eye effect, somewhere in the world
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var/obj/effect/abstract/floating_eyes/eyes
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/datum/hallucination/eyes_in_dark/Destroy()
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if(QDELETED(eyes))
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eyes = null
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else
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QDEL_NULL(eyes)
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return ..()
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/datum/hallucination/eyes_in_dark/start()
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if(!hallucinator.client || hallucinator.stat >= UNCONSCIOUS)
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return FALSE
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if(hallucinator.lighting_cutoff >= 2.5)
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return FALSE
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var/list/valid = list()
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for(var/turf/open/nearby in view(hallucinator))
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if(nearby.get_lumcount() > LIGHTING_TILE_IS_DARK)
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continue
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valid += nearby
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if(!length(valid))
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return FALSE
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if(prob(5))
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to_chat(hallucinator, span_warning("You feel like you're being watched..."))
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var/turf/selected = pick(valid)
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feedback_details += "Eye coords: [selected.x], [selected.y], [selected.z]"
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eyes = new(selected, hallucinator)
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RegisterSignal(eyes, COMSIG_QDELETING, PROC_REF(end_hallucination))
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addtimer(CALLBACK(src, PROC_REF(end_hallucination_gracefully)), rand(60 SECONDS, 180 SECONDS))
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return TRUE
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/datum/hallucination/eyes_in_dark/proc/end_hallucination_gracefully()
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animate(eyes, alpha = 0, time = 1 SECONDS)
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QDEL_IN(src, 1.2 SECONDS)
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/datum/hallucination/eyes_in_dark/proc/end_hallucination()
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SIGNAL_HANDLER
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if(!QDELETED(src))
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qdel(src)
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/obj/effect/abstract/floating_eyes
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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// Who sees the eyes?
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var/datum/weakref/seer_ref
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/obj/effect/abstract/floating_eyes/Initialize(mapload, mob/seer)
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. = ..()
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if(isnull(seer))
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return INITIALIZE_HINT_QDEL
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seer_ref = WEAKREF(seer)
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var/image/make_invis = image(icon = null, icon_state = null, loc = src)
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make_invis.override = TRUE
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add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/one_person/reversed, "hallucination", make_invis, null, seer)
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START_PROCESSING(SSfastprocess, src)
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update_appearance()
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/obj/effect/abstract/floating_eyes/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/effect/abstract/floating_eyes/update_overlays()
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. = ..()
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var/mutable_appearance/r_eye = mutable_appearance(icon = 'icons/mob/human/human_eyes.dmi', icon_state = "eyes_glow_r")
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r_eye.color = COLOR_DARK_RED
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. += r_eye
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var/mutable_appearance/l_eye = mutable_appearance(icon = 'icons/mob/human/human_eyes.dmi', icon_state = "eyes_glow_l")
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l_eye.color = COLOR_DARK_RED
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. += l_eye
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. += emissive_appearance('icons/mob/human/human_eyes.dmi', "eyes_glow_l", src)
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. += emissive_appearance('icons/mob/human/human_eyes.dmi', "eyes_glow_r", src)
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/obj/effect/abstract/floating_eyes/process(seconds_per_tick)
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var/turf/below_us = get_turf(src)
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var/mob/seer = seer_ref?.resolve()
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if(below_us.get_lumcount() > LIGHTING_TILE_IS_DARK || seer?.lighting_cutoff >= 2.5 || get_dist(seer, src) <= 1)
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graceful_delete()
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/obj/effect/abstract/floating_eyes/proc/graceful_delete()
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STOP_PROCESSING(SSfastprocess, src)
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animate(src, alpha = 0, time = 0.5 SECONDS)
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QDEL_IN(src, 0.75 SECONDS)
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