Files
Bubberstation/code/game/objects/effects/effect_system/effects_other.dm
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00

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/////////////////////////////////////////////
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/datum/effect_system/trail_follow
var/turf/oldposition
var/active = FALSE
var/allow_overlap = FALSE
var/auto_process = TRUE
var/qdel_in_time = 10
var/fadetype = "ion_fade"
var/fade = TRUE
var/nograv_required = FALSE
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
stop()
return ..()
/datum/effect_system/trail_follow/proc/stop()
oldposition = null
STOP_PROCESSING(SSfastprocess, src)
active = FALSE
return TRUE
/datum/effect_system/trail_follow/start()
oldposition = get_turf(holder)
if(!check_conditions())
return FALSE
if(auto_process)
START_PROCESSING(SSfastprocess, src)
active = TRUE
return TRUE
/datum/effect_system/trail_follow/process()
generate_effect()
/datum/effect_system/trail_follow/generate_effect()
if(!check_conditions())
return stop()
if(oldposition && !(oldposition == get_turf(holder)))
if(!oldposition.has_gravity() || !nograv_required)
var/obj/effect/E = new effect_type(oldposition)
set_dir(E)
if(fade)
flick(fadetype, E)
E.icon_state = ""
if(qdel_in_time)
QDEL_IN(E, qdel_in_time)
oldposition = get_turf(holder)
/datum/effect_system/trail_follow/proc/check_conditions()
if(!get_turf(holder))
return FALSE
return TRUE
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = TRUE
/obj/effect/particle_effect/ion_trails/flight
icon_state = "ion_trails_flight"
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
nograv_required = TRUE
qdel_in_time = 20
/datum/effect_system/trail_follow/proc/set_dir(obj/effect/particle_effect/ion_trails/I)
I.setDir(holder.dir)
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = FALSE // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
var/explosion_message = 1 //whether we show a message to mobs.
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = FALSE, flash_fact = 0, message = TRUE)
amount = amt
explosion_message = message
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
/datum/effect_system/reagents_explosion/start()
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='hear'>You hear an explosion!</span>")
dyn_explosion(location, amount, flashing_factor)