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101 lines
3.6 KiB
Plaintext
101 lines
3.6 KiB
Plaintext
//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon_state = "extinguish"
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pass_flags = PASSTABLE | PASSMACHINE | PASSSTRUCTURE | PASSGRILLE | PASSBLOB | PASSVEHICLE
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var/life = 15
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/particle_effect/water/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 70)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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if (--src.life < 1)
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qdel(src)
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return FALSE
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return ..()
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(reagents)
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reagents.expose(A)
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if(A.reagents)
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A.reagents.expose_temperature(-25)
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return ..()
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///Extinguisher snowflake
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/obj/effect/particle_effect/water/extinguisher
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/obj/effect/particle_effect/water/extinguisher/Move()
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. = ..()
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if(!reagents)
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return
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reagents.expose(get_turf(src))
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for(var/atom/thing as anything in get_turf(src))
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reagents.expose(thing)
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/// Starts the effect moving at a target with a delay in deciseconds, and a lifetime in moves
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/// Returns the created loop
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/obj/effect/particle_effect/water/extinguisher/proc/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = GLOB.move_manager.move_towards_legacy(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/obj/effect/particle_effect/water/extinguisher/proc/post_forcemove(datum/move_loop/source, success)
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SIGNAL_HANDLER
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if(!success)
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/movement_stopped(datum/move_loop/source)
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SIGNAL_HANDLER
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if(!QDELETED(src))
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/end_life(datum/move_loop/engine)
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QDEL_IN(src, engine.delay) //Gotta let it stop drifting
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animate(src, alpha = 0, time = engine.delay)
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/obj/effect/particle_effect/water/extinguisher/stomach_acid
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name = "acid"
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icon_state = "xenobarf"
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// Stomach acid doesn't use legacy because it's not "targeted", and we instead want the circular sorta look
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/obj/effect/particle_effect/water/extinguisher/stomach_acid/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = GLOB.move_manager.move_towards(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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*var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
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*steam.set_up(5, 0, mob.loc) -- sets up variables
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*OPTIONAL: steam.attach(mob)
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*steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = FALSE
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/obj/effect/particle_effect/steam/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 20)
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/datum/effect_system/steam_spread
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effect_type = /obj/effect/particle_effect/steam
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(A.reagents && reagents)
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A.reagents.expose_temperature(reagents.chem_temp)
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