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SwiftandGitHub e3bbc69eca Removes some duplicate sounds (#4013)
## 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
2025-06-11 21:50:20 -04:00

222 lines
5.0 KiB
Plaintext

#define MENDING_MANTRA_SCALE 2
//temporary visual effects(/obj/effect/temp_visual) used by clock stuff
/obj/effect/temp_visual/ratvar
name = "ratvar's light"
icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_effects.dmi'
duration = 8
randomdir = FALSE
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/temp_visual/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/temp_visual/ratvar/belligerent
layer = ABOVE_MOB_LAYER
icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_objects.dmi'
icon_state = "belligerent_eye"
pixel_y = 20
duration = 2 SECONDS
/obj/effect/temp_visual/ratvar/belligerent_cast/Initialize(mapload)
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 2 SECONDS
alpha = 200
icon_state = "mending_mantra"
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix() * MENDING_MANTRA_SCALE
var/matrix/mantra_matrix = transform
mantra_matrix.Turn(90)
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = mantra_matrix, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize(mapload)
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/component
icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 1 SECONDS
/obj/effect/temp_visual/ratvar/component/Initialize(mapload)
. = ..()
transform = matrix() * 0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 1 SECONDS, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/temp_visual/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/temp_visual/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/temp_visual/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/temp_visual/ratvar/warp
name = "spatial distortion"
icon_state = "teleport"
layer = ABOVE_MOB_LAYER
/obj/effect/temp_visual/steam
name = "steam"
desc = "Steam! It's hot. It also serves as a game distribution platform."
icon_state = "smoke"
duration = 1.5 SECONDS
/obj/effect/temp_visual/steam/Initialize(mapload, steam_direction)
. = ..()
setDir(steam_direction)
var/x_offset = 0
var/y_offset = 0
switch(dir)
if(NORTH)
y_offset = 8
if(EAST)
x_offset = 4
y_offset = 4
if(SOUTH)
y_offset = 2
if(WEST)
x_offset = -4
y_offset = 4
animate(src, pixel_x = x_offset, pixel_y = y_offset, alpha = 50, time = 1.5 SECONDS)
/obj/effect/temp_visual/steam_release
name = "all the steam"
/obj/effect/temp_visual/steam_release/Initialize(mapload)
. = ..()
for(var/cardinal in GLOB.cardinals)
var/turf/cardinal_step = get_step(src, cardinal)
new/obj/effect/temp_visual/steam(cardinal_step, cardinal)
playsound(src, 'sound/machines/clockcult/steam_whoosh.ogg', 30)
return INITIALIZE_HINT_QDEL
/obj/effect/temp_visual/ratvar/constructing_effect
icon_state = "replica_fabricator_create"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
duration = 1 SECONDS
/obj/effect/temp_visual/ratvar/constructing_effect/Initialize(mapload, create_delay)
duration = create_delay
return ..()
#undef MENDING_MANTRA_SCALE