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Bubberstation/code/game/objects/effects/effect_system/effects_water.dm

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