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* Directional lighting component + light system (#54520) Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional. Also: made the static light system respect the light_on variable. It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too. Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun * [READY]Directional lighting component + light system Co-authored-by: Azarak <azarak10@gmail.com>
100 lines
2.2 KiB
Plaintext
100 lines
2.2 KiB
Plaintext
//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "strangepresent"
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density = TRUE
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anchored = FALSE
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/obj/effect/beam
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name = "beam"
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/beam/singularity_act()
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return
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/obj/effect/beam/singularity_pull()
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return
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/obj/effect/spawner
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name = "object spawner"
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/overlay/thermite
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name = "thermite"
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desc = "Looks hot."
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icon = 'icons/effects/fire.dmi'
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icon_state = "2" //what?
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anchored = TRUE
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opacity = TRUE
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density = TRUE
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layer = FLY_LAYER
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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/obj/effect/abstract/marker
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name = "marker"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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icon_state = "wave3"
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layer = RIPPLE_LAYER
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/obj/effect/abstract/marker/Initialize(mapload)
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. = ..()
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GLOB.all_abstract_markers += src
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/obj/effect/abstract/marker/Destroy()
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GLOB.all_abstract_markers -= src
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. = ..()
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/obj/effect/abstract/marker/at
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name = "active turf marker"
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/obj/effect/dummy/lighting_obj
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name = "lighting fx obj"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_system = MOVABLE_LIGHT
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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light_color = COLOR_WHITE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
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. = ..()
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if(!isnull(_range))
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set_light_range(_range)
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if(!isnull(_power))
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set_light_power(_power)
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if(!isnull(_color))
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set_light_color(_color)
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if(_duration)
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QDEL_IN(src, _duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting fx"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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/obj/effect/abstract/directional_lighting
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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