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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request I had a duplicate CRC error caused by one of these when trying to compile so I cleaned up the ones that are dupes. Atomizes #4008 ## Why It's Good For The Game It is not necessary to have 2 of the EXACT same sound on the repo, that's called bloat. ## Proof Of Testing Compiles ## Changelog no cl
222 lines
5.0 KiB
Plaintext
222 lines
5.0 KiB
Plaintext
#define MENDING_MANTRA_SCALE 2
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//temporary visual effects(/obj/effect/temp_visual) used by clock stuff
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/obj/effect/temp_visual/ratvar
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name = "ratvar's light"
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icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_effects.dmi'
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duration = 8
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randomdir = FALSE
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layer = ABOVE_NORMAL_TURF_LAYER
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/obj/effect/temp_visual/ratvar/door
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icon_state = "ratvardoorglow"
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layer = CLOSED_DOOR_LAYER //above closed doors
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/obj/effect/temp_visual/ratvar/door/window
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icon_state = "ratvarwindoorglow"
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layer = ABOVE_WINDOW_LAYER
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/obj/effect/temp_visual/ratvar/beam
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icon_state = "ratvarbeamglow"
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/obj/effect/temp_visual/ratvar/beam/door
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layer = CLOSED_DOOR_LAYER
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/obj/effect/temp_visual/ratvar/beam/grille
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layer = BELOW_OBJ_LAYER
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/obj/effect/temp_visual/ratvar/beam/itemconsume
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layer = HIGH_OBJ_LAYER
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/obj/effect/temp_visual/ratvar/beam/falsewall
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layer = OBJ_LAYER
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/obj/effect/temp_visual/ratvar/beam/catwalk
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layer = LATTICE_LAYER
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/obj/effect/temp_visual/ratvar/wall
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icon_state = "ratvarwallglow"
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/obj/effect/temp_visual/ratvar/wall/false
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layer = OBJ_LAYER
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/obj/effect/temp_visual/ratvar/floor
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icon_state = "ratvarfloorglow"
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/obj/effect/temp_visual/ratvar/floor/catwalk
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layer = LATTICE_LAYER
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/obj/effect/temp_visual/ratvar/window
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icon_state = "ratvarwindowglow"
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layer = ABOVE_OBJ_LAYER
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/obj/effect/temp_visual/ratvar/window/single
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icon_state = "ratvarwindowglow_s"
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/obj/effect/temp_visual/ratvar/gear
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icon_state = "ratvargearglow"
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layer = BELOW_OBJ_LAYER
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/obj/effect/temp_visual/ratvar/grille
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icon_state = "ratvargrilleglow"
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layer = BELOW_OBJ_LAYER
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/obj/effect/temp_visual/ratvar/grille/broken
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icon_state = "ratvarbrokengrilleglow"
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/obj/effect/temp_visual/ratvar/belligerent
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layer = ABOVE_MOB_LAYER
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icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_objects.dmi'
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icon_state = "belligerent_eye"
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pixel_y = 20
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duration = 2 SECONDS
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/obj/effect/temp_visual/ratvar/belligerent_cast/Initialize(mapload)
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. = ..()
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animate(src, alpha = 0, time = duration, easing = EASE_OUT)
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/obj/effect/temp_visual/ratvar/mending_mantra
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layer = ABOVE_MOB_LAYER
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duration = 2 SECONDS
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alpha = 200
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icon_state = "mending_mantra"
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light_range = 1.5
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light_color = "#1E8CE1"
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/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
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. = ..()
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transform = matrix() * MENDING_MANTRA_SCALE
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var/matrix/mantra_matrix = transform
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mantra_matrix.Turn(90)
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animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
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animate(src, transform = mantra_matrix, time = duration, flags = ANIMATION_PARALLEL)
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/obj/effect/temp_visual/ratvar/ocular_warden
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name = "warden's gaze"
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layer = ABOVE_MOB_LAYER
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icon_state = "warden_gaze"
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duration = 3
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/obj/effect/temp_visual/ratvar/ocular_warden/Initialize(mapload)
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. = ..()
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pixel_x = rand(-8, 8)
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pixel_y = rand(-10, 10)
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animate(src, alpha = 0, time = duration, easing = EASE_OUT)
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/obj/effect/temp_visual/ratvar/component
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icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_objects.dmi'
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icon_state = "belligerent_eye"
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layer = ABOVE_MOB_LAYER
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duration = 1 SECONDS
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/obj/effect/temp_visual/ratvar/component/Initialize(mapload)
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. = ..()
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transform = matrix() * 0.75
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, -2)
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animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 1 SECONDS, easing = EASE_OUT)
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/obj/effect/temp_visual/ratvar/component/cogwheel
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icon_state = "vanguard_cogwheel"
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/obj/effect/temp_visual/ratvar/component/capacitor
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icon_state = "geis_capacitor"
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/obj/effect/temp_visual/ratvar/component/alloy
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icon_state = "replicant_alloy"
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/obj/effect/temp_visual/ratvar/component/ansible
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icon_state = "hierophant_ansible"
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/obj/effect/temp_visual/ratvar/warp
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name = "spatial distortion"
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icon_state = "teleport"
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layer = ABOVE_MOB_LAYER
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/obj/effect/temp_visual/steam
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name = "steam"
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desc = "Steam! It's hot. It also serves as a game distribution platform."
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icon_state = "smoke"
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duration = 1.5 SECONDS
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/obj/effect/temp_visual/steam/Initialize(mapload, steam_direction)
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. = ..()
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setDir(steam_direction)
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var/x_offset = 0
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var/y_offset = 0
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switch(dir)
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if(NORTH)
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y_offset = 8
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if(EAST)
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x_offset = 4
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y_offset = 4
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if(SOUTH)
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y_offset = 2
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if(WEST)
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x_offset = -4
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y_offset = 4
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animate(src, pixel_x = x_offset, pixel_y = y_offset, alpha = 50, time = 1.5 SECONDS)
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/obj/effect/temp_visual/steam_release
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name = "all the steam"
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/obj/effect/temp_visual/steam_release/Initialize(mapload)
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. = ..()
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for(var/cardinal in GLOB.cardinals)
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var/turf/cardinal_step = get_step(src, cardinal)
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new/obj/effect/temp_visual/steam(cardinal_step, cardinal)
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playsound(src, 'sound/machines/clockcult/steam_whoosh.ogg', 30)
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return INITIALIZE_HINT_QDEL
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/obj/effect/temp_visual/ratvar/constructing_effect
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icon_state = "replica_fabricator_create"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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duration = 1 SECONDS
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/obj/effect/temp_visual/ratvar/constructing_effect/Initialize(mapload, create_delay)
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duration = create_delay
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return ..()
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#undef MENDING_MANTRA_SCALE
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