mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-09 07:49:09 +00:00
## About The Pull Request Now whenever an attack is blocked, the sound will play and deflection with the item now plays sound too: https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3 The parry.ogg was updated to a better-sounding one https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc Every item now has a "block_sound" that can be set, it determines what sound is played when you block an attack with it. Cult items no longer have their own way of fuckery to play parry sounds, now they use this system as well. Now shield bash sound is 80% smaller after cutting out all of its noise and silence. ## Why It's Good For The Game Adds feedback on whether the attack was blocked or not, signalling both to the attacker and defender that it didn't go through even if the animation played, which is a great QoL. Same with the deflection sound (although deflection is still pretty visible, the sound would not hurt) New sounds add more flavour to the weapons, especially the energy sword, giving it even more badassery. Cutting down the noise from the shield bash sound has made it better to listen and saved some kilobytes of information. And making every item use the universal system for blocking sounds, removing cultist items' own code for playing parrying sounds. ## Changelog 🆑 DrDiasyl aka DrTuxedo#0931 qol: Now blocking an attack will play a sound and display a spark effect, giving back feedback sound: parry.ogg was updated to a better-sounding version sound: shieldbash.ogg no longer has noise and unnecessary silence sound: New block_shield.ogg and block_blade.ogg for shields and energy swords code: Cultists items no longer have their own code for playing parrying sounds /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
611 lines
16 KiB
Plaintext
611 lines
16 KiB
Plaintext
//unsorted miscellaneous temporary visuals
|
|
/obj/effect/temp_visual/dir_setting/bloodsplatter
|
|
icon = 'icons/effects/blood.dmi'
|
|
duration = 5
|
|
randomdir = FALSE
|
|
layer = BELOW_MOB_LAYER
|
|
plane = GAME_PLANE
|
|
var/splatter_type = "splatter"
|
|
|
|
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
|
|
if(ISDIAGONALDIR(set_dir))
|
|
icon_state = "[splatter_type][pick(1, 2, 6)]"
|
|
else
|
|
icon_state = "[splatter_type][pick(3, 4, 5)]"
|
|
. = ..()
|
|
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
|
|
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
|
|
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
|
|
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
|
|
if(SOUTHWEST)
|
|
target_pixel_x = -16
|
|
target_pixel_y = -16
|
|
layer = ABOVE_MOB_LAYER
|
|
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
|
|
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
|
|
|
|
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
|
|
splatter_type = "xsplatter"
|
|
|
|
/obj/effect/temp_visual/dir_setting/speedbike_trail
|
|
name = "speedbike trails"
|
|
icon_state = "ion_fade"
|
|
layer = BELOW_MOB_LAYER
|
|
plane = GAME_PLANE
|
|
duration = 10
|
|
randomdir = 0
|
|
|
|
/obj/effect/temp_visual/dir_setting/firing_effect
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "firing_effect"
|
|
duration = 2
|
|
|
|
/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
|
|
switch(newdir)
|
|
if(NORTH)
|
|
layer = BELOW_MOB_LAYER
|
|
pixel_x = rand(-3,3)
|
|
pixel_y = rand(4,6)
|
|
if(SOUTH)
|
|
pixel_x = rand(-3,3)
|
|
pixel_y = rand(-1,1)
|
|
else
|
|
pixel_x = rand(-1,1)
|
|
pixel_y = rand(-1,1)
|
|
..()
|
|
|
|
/obj/effect/temp_visual/dir_setting/firing_effect/energy
|
|
icon_state = "firing_effect_energy"
|
|
duration = 3
|
|
|
|
/obj/effect/temp_visual/dir_setting/firing_effect/magic
|
|
icon_state = "shieldsparkles"
|
|
duration = 3
|
|
|
|
/obj/effect/temp_visual/dir_setting/ninja
|
|
name = "ninja shadow"
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
icon_state = "uncloak"
|
|
duration = 9
|
|
|
|
/obj/effect/temp_visual/dir_setting/ninja/cloak
|
|
icon_state = "cloak"
|
|
|
|
/obj/effect/temp_visual/dir_setting/ninja/shadow
|
|
icon_state = "shadow"
|
|
|
|
/obj/effect/temp_visual/dir_setting/ninja/phase
|
|
name = "ninja energy"
|
|
icon_state = "phasein"
|
|
|
|
/obj/effect/temp_visual/dir_setting/ninja/phase/out
|
|
icon_state = "phaseout"
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith
|
|
name = "shadow"
|
|
icon = 'icons/mob/nonhuman-player/cult.dmi'
|
|
icon_state = "phase_shift2_cult"
|
|
duration = 0.6 SECONDS
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith/angelic
|
|
icon_state = "phase_shift2_holy"
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith/mystic
|
|
icon_state = "phase_shift2_wizard"
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith/out
|
|
icon_state = "phase_shift_cult"
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith/out/angelic
|
|
icon_state = "phase_shift_holy"
|
|
|
|
/obj/effect/temp_visual/dir_setting/wraith/out/mystic
|
|
icon_state = "phase_shift_wizard"
|
|
|
|
/obj/effect/temp_visual/dir_setting/tailsweep
|
|
icon_state = "tailsweep"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse
|
|
icon_state = "curse"
|
|
duration = 32
|
|
var/fades = TRUE
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse/Initialize(mapload, set_dir)
|
|
. = ..()
|
|
if(fades)
|
|
animate(src, alpha = 0, time = 32)
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse/blob
|
|
icon_state = "curseblob"
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse/grasp_portal
|
|
icon = 'icons/effects/64x64.dmi'
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
pixel_y = -16
|
|
pixel_x = -16
|
|
duration = 32
|
|
fades = FALSE
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading
|
|
duration = 32
|
|
fades = TRUE
|
|
|
|
/obj/effect/temp_visual/dir_setting/curse/hand
|
|
icon_state = "cursehand1"
|
|
|
|
|
|
/obj/effect/temp_visual/bsa_splash
|
|
name = "\improper Bluespace energy wave"
|
|
desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light."
|
|
icon = 'icons/effects/beam_splash.dmi'
|
|
icon_state = "beam_splash_e"
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
pixel_y = -16
|
|
duration = 50
|
|
|
|
/obj/effect/temp_visual/bsa_splash/Initialize(mapload, dir)
|
|
. = ..()
|
|
switch(dir)
|
|
if(WEST)
|
|
icon_state = "beam_splash_w"
|
|
if(EAST)
|
|
icon_state = "beam_splash_e"
|
|
|
|
/obj/effect/temp_visual/wizard
|
|
name = "water"
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
icon_state = "reappear"
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/wizard/out
|
|
icon_state = "liquify"
|
|
duration = 12
|
|
|
|
/obj/effect/temp_visual/monkeyify
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
icon_state = "h2monkey"
|
|
duration = 22
|
|
|
|
/obj/effect/temp_visual/monkeyify/humanify
|
|
icon_state = "monkey2h"
|
|
|
|
/obj/effect/temp_visual/borgflash
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
icon_state = "blspell"
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/guardian
|
|
randomdir = 0
|
|
|
|
/obj/effect/temp_visual/guardian/phase
|
|
duration = 5
|
|
icon_state = "phasein"
|
|
|
|
/obj/effect/temp_visual/guardian/phase/out
|
|
icon_state = "phaseout"
|
|
|
|
/obj/effect/temp_visual/decoy
|
|
desc = "It's a decoy!"
|
|
duration = 15
|
|
|
|
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
|
|
. = ..()
|
|
alpha = initial(alpha)
|
|
if(mimiced_atom)
|
|
name = mimiced_atom.name
|
|
appearance = mimiced_atom.appearance
|
|
setDir(mimiced_atom.dir)
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
|
|
. = ..()
|
|
animate(src, alpha = 0, time = duration)
|
|
|
|
/obj/effect/temp_visual/decoy/fading/threesecond
|
|
duration = 40
|
|
|
|
/obj/effect/temp_visual/decoy/fading/fivesecond
|
|
duration = 50
|
|
|
|
/obj/effect/temp_visual/decoy/fading/halfsecond
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/small_smoke
|
|
icon_state = "smoke"
|
|
duration = 50
|
|
|
|
/obj/effect/temp_visual/small_smoke/halfsecond
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/fire
|
|
icon = 'icons/effects/fire.dmi'
|
|
icon_state = "3"
|
|
light_range = LIGHT_RANGE_FIRE
|
|
light_color = LIGHT_COLOR_FIRE
|
|
duration = 10
|
|
|
|
/obj/effect/temp_visual/revenant
|
|
name = "spooky lights"
|
|
icon_state = "purplesparkles"
|
|
|
|
/obj/effect/temp_visual/revenant/cracks
|
|
name = "glowing cracks"
|
|
icon_state = "purplecrack"
|
|
duration = 6
|
|
|
|
/obj/effect/temp_visual/gravpush
|
|
name = "gravity wave"
|
|
icon_state = "shieldsparkles"
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/telekinesis
|
|
name = "telekinetic force"
|
|
icon_state = "empdisable"
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/emp
|
|
name = "emp sparks"
|
|
icon_state = "empdisable"
|
|
|
|
/obj/effect/temp_visual/emp/pulse
|
|
name = "emp pulse"
|
|
icon_state = "emppulse"
|
|
duration = 8
|
|
randomdir = 0
|
|
|
|
/obj/effect/temp_visual/bluespace_fissure
|
|
name = "bluespace fissure"
|
|
icon_state = "bluestream_fade"
|
|
duration = 9
|
|
|
|
/obj/effect/temp_visual/gib_animation
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
duration = 15
|
|
|
|
/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
|
|
icon_state = gib_icon // Needs to be before ..() so icon is correct
|
|
. = ..()
|
|
|
|
/obj/effect/temp_visual/gib_animation/animal
|
|
icon = 'icons/mob/simple/animal.dmi'
|
|
|
|
/obj/effect/temp_visual/dust_animation
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
duration = 15
|
|
|
|
/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
|
|
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
|
|
. = ..()
|
|
|
|
/obj/effect/temp_visual/mummy_animation
|
|
icon = 'icons/mob/simple/mob.dmi'
|
|
icon_state = "mummy_revive"
|
|
duration = 20
|
|
|
|
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
|
|
name = "healing glow"
|
|
icon_state = "heal"
|
|
duration = 15
|
|
|
|
/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
|
|
if(set_color)
|
|
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
|
|
. = ..()
|
|
pixel_x = rand(-12, 12)
|
|
pixel_y = rand(-9, 0)
|
|
|
|
/obj/effect/temp_visual/kinetic_blast
|
|
name = "kinetic explosion"
|
|
icon = 'icons/obj/weapons/guns/projectiles.dmi'
|
|
icon_state = "kinetic_blast"
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/explosion
|
|
name = "explosion"
|
|
icon = 'icons/effects/96x96.dmi'
|
|
icon_state = "explosion"
|
|
pixel_x = -32
|
|
pixel_y = -32
|
|
duration = 8
|
|
|
|
/obj/effect/temp_visual/explosion/fast
|
|
icon_state = "explosionfast"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/blob
|
|
name = "blob"
|
|
icon_state = "blob_attack"
|
|
alpha = 140
|
|
randomdir = 0
|
|
duration = 6
|
|
|
|
/obj/effect/temp_visual/desynchronizer
|
|
name = "desynchronizer field"
|
|
icon_state = "chronofield"
|
|
duration = 3
|
|
|
|
/obj/effect/temp_visual/impact_effect
|
|
icon_state = "impact_bullet"
|
|
duration = 5
|
|
|
|
/obj/effect/temp_visual/impact_effect/Initialize(mapload, x, y)
|
|
pixel_x = x
|
|
pixel_y = y
|
|
return ..()
|
|
|
|
/obj/effect/temp_visual/impact_effect/red_laser
|
|
icon_state = "impact_laser"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/impact_effect/red_laser/wall
|
|
icon_state = "impact_laser_wall"
|
|
duration = 10
|
|
|
|
/obj/effect/temp_visual/impact_effect/blue_laser
|
|
icon_state = "impact_laser_blue"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/impact_effect/green_laser
|
|
icon_state = "impact_laser_green"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/impact_effect/yellow_laser
|
|
icon_state = "impact_laser_yellow"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/impact_effect/purple_laser
|
|
icon_state = "impact_laser_purple"
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/impact_effect/shrink
|
|
icon_state = "m_shield"
|
|
duration = 10
|
|
|
|
/obj/effect/temp_visual/impact_effect/ion
|
|
icon_state = "shieldsparkles"
|
|
duration = 6
|
|
|
|
/obj/effect/temp_visual/impact_effect/energy
|
|
icon_state = "impact_energy"
|
|
duration = 6
|
|
|
|
/obj/effect/temp_visual/impact_effect/neurotoxin
|
|
icon_state = "impact_neurotoxin"
|
|
|
|
/obj/effect/temp_visual/heart
|
|
name = "heart"
|
|
icon = 'icons/mob/simple/animal.dmi'
|
|
icon_state = "heart"
|
|
duration = 25
|
|
|
|
/obj/effect/temp_visual/heart/Initialize(mapload)
|
|
. = ..()
|
|
pixel_x = rand(-4,4)
|
|
pixel_y = rand(-4,4)
|
|
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
|
|
|
|
/obj/effect/temp_visual/annoyed
|
|
name = "annoyed"
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "annoyed"
|
|
duration = 25
|
|
|
|
/obj/effect/temp_visual/annoyed/Initialize(mapload)
|
|
. = ..()
|
|
pixel_x = rand(-4,0)
|
|
pixel_y = rand(8,12)
|
|
animate(src, pixel_y = pixel_y + 16, alpha = 0, time = duration)
|
|
|
|
/obj/effect/temp_visual/bleed
|
|
name = "bleed"
|
|
icon = 'icons/effects/bleed.dmi'
|
|
icon_state = "bleed0"
|
|
duration = 10
|
|
var/shrink = TRUE
|
|
|
|
/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
|
|
. = ..()
|
|
var/size_matrix = matrix()
|
|
if(size_calc_target)
|
|
layer = size_calc_target.layer + 0.01
|
|
var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
|
|
size_matrix = matrix() * (I.Height()/world.icon_size)
|
|
transform = size_matrix //scale the bleed overlay's size based on the target's icon size
|
|
var/matrix/M = transform
|
|
if(shrink)
|
|
M = size_matrix*0.1
|
|
else
|
|
M = size_matrix*2
|
|
animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
|
|
|
|
/obj/effect/temp_visual/bleed/explode
|
|
icon_state = "bleed10"
|
|
duration = 12
|
|
shrink = FALSE
|
|
|
|
/obj/effect/temp_visual/warp_cube
|
|
duration = 5
|
|
var/outgoing = TRUE
|
|
|
|
/obj/effect/temp_visual/warp_cube/Initialize(mapload, atom/teleporting_atom, warp_color, new_outgoing)
|
|
. = ..()
|
|
if(teleporting_atom)
|
|
outgoing = new_outgoing
|
|
appearance = teleporting_atom.appearance
|
|
setDir(teleporting_atom.dir)
|
|
if(warp_color)
|
|
color = list(warp_color, warp_color, warp_color, list(0,0,0))
|
|
set_light(1.4, 1, warp_color)
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
var/matrix/skew = transform
|
|
skew = skew.Turn(180)
|
|
skew = skew.Interpolate(transform, 0.5)
|
|
if(!outgoing)
|
|
transform = skew * 2
|
|
skew = teleporting_atom.transform
|
|
alpha = 0
|
|
animate(src, alpha = teleporting_atom.alpha, transform = skew, time = duration)
|
|
else
|
|
skew *= 2
|
|
animate(src, alpha = 0, transform = skew, time = duration)
|
|
else
|
|
return INITIALIZE_HINT_QDEL
|
|
|
|
/obj/effect/temp_visual/cart_space
|
|
icon_state = "launchpad_launch"
|
|
duration = 2 SECONDS
|
|
|
|
/obj/effect/temp_visual/cart_space/bad
|
|
icon_state = "launchpad_pull"
|
|
duration = 2 SECONDS
|
|
|
|
/obj/effect/constructing_effect
|
|
icon = 'icons/effects/effects_rcd.dmi'
|
|
icon_state = ""
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
anchored = TRUE
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
var/status = 0
|
|
var/delay = 0
|
|
|
|
/obj/effect/constructing_effect/Initialize(mapload, rcd_delay, rcd_status)
|
|
. = ..()
|
|
status = rcd_status
|
|
delay = rcd_delay
|
|
if (status == RCD_DECONSTRUCT)
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_appearance)), 1.1 SECONDS)
|
|
delay -= 11
|
|
icon_state = "rcd_end_reverse"
|
|
else
|
|
update_appearance()
|
|
|
|
/obj/effect/constructing_effect/update_icon_state()
|
|
icon_state = "rcd"
|
|
if(delay < 10)
|
|
icon_state += "_shortest"
|
|
return ..()
|
|
if (delay < 20)
|
|
icon_state += "_shorter"
|
|
return ..()
|
|
if (delay < 37)
|
|
icon_state += "_short"
|
|
return ..()
|
|
if(status == RCD_DECONSTRUCT)
|
|
icon_state += "_reverse"
|
|
return ..()
|
|
|
|
/obj/effect/constructing_effect/proc/end_animation()
|
|
if (status == RCD_DECONSTRUCT)
|
|
qdel(src)
|
|
else
|
|
icon_state = "rcd_end"
|
|
addtimer(CALLBACK(src, PROC_REF(end)), 15)
|
|
|
|
/obj/effect/constructing_effect/proc/end()
|
|
qdel(src)
|
|
|
|
/obj/effect/temp_visual/electricity
|
|
icon_state = "electricity3"
|
|
duration = 0.5 SECONDS
|
|
|
|
/obj/effect/temp_visual/thunderbolt
|
|
icon_state = "thunderbolt"
|
|
icon = 'icons/effects/32x96.dmi'
|
|
duration = 0.6 SECONDS
|
|
|
|
/obj/effect/temp_visual/light_ash
|
|
icon_state = "light_ash"
|
|
icon = 'icons/effects/weather_effects.dmi'
|
|
duration = 3.2 SECONDS
|
|
|
|
/obj/effect/temp_visual/sonar_ping
|
|
duration = 3 SECONDS
|
|
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
anchored = TRUE
|
|
randomdir = FALSE
|
|
/// The image shown to modsuit users
|
|
var/image/modsuit_image
|
|
/// The person in the modsuit at the moment, really just used to remove this from their screen
|
|
var/datum/weakref/mod_man
|
|
/// The creature we're placing this on
|
|
var/datum/weakref/pinged_person
|
|
/// The icon state applied to the image created for this ping.
|
|
var/real_icon_state = "sonar_ping"
|
|
|
|
/obj/effect/temp_visual/sonar_ping/Initialize(mapload, mob/living/looker, mob/living/creature)
|
|
. = ..()
|
|
if(!looker || !creature)
|
|
return INITIALIZE_HINT_QDEL
|
|
modsuit_image = image(icon = icon, loc = looker.loc, icon_state = real_icon_state, layer = ABOVE_ALL_MOB_LAYER, pixel_x = ((creature.x - looker.x) * 32), pixel_y = ((creature.y - looker.y) * 32))
|
|
modsuit_image.plane = ABOVE_LIGHTING_PLANE
|
|
SET_PLANE_EXPLICIT(modsuit_image, ABOVE_LIGHTING_PLANE, creature)
|
|
mod_man = WEAKREF(looker)
|
|
pinged_person = WEAKREF(creature)
|
|
add_mind(looker)
|
|
START_PROCESSING(SSfastprocess, src)
|
|
|
|
/obj/effect/temp_visual/sonar_ping/Destroy()
|
|
var/mob/living/previous_user = mod_man?.resolve()
|
|
if(previous_user)
|
|
remove_mind(previous_user)
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
// Null so we don't shit the bed when we delete
|
|
modsuit_image = null
|
|
return ..()
|
|
|
|
/// Add the image to the modsuit wearer's screen
|
|
/obj/effect/temp_visual/sonar_ping/proc/add_mind(mob/living/looker)
|
|
looker?.client?.images |= modsuit_image
|
|
|
|
/// Remove the image from the modsuit wearer's screen
|
|
/obj/effect/temp_visual/sonar_ping/proc/remove_mind(mob/living/looker)
|
|
looker?.client?.images -= modsuit_image
|
|
|
|
/// Update the position of the ping while it's still up. Not sure if i need to use the full proc but just being safe
|
|
/obj/effect/temp_visual/sonar_ping/process(seconds_per_tick)
|
|
var/mob/living/looker = mod_man?.resolve()
|
|
var/mob/living/creature = pinged_person?.resolve()
|
|
if(isnull(looker) || isnull(creature))
|
|
return PROCESS_KILL
|
|
modsuit_image.loc = looker.loc
|
|
modsuit_image.pixel_x = ((creature.x - looker.x) * 32)
|
|
modsuit_image.pixel_y = ((creature.y - looker.y) * 32)
|
|
|
|
/obj/effect/temp_visual/block //color is white by default, set to whatever is needed
|
|
name = "blocking glow"
|
|
icon_state = "block"
|
|
duration = 6.7
|
|
|
|
/obj/effect/temp_visual/block/Initialize(mapload, set_color)
|
|
if(set_color)
|
|
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
|
|
. = ..()
|
|
pixel_x = rand(-12, 12)
|
|
pixel_y = rand(-9, 0)
|