mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-21 03:59:59 +01:00
## About The Pull Request [Adds a visual tick helper, integrates it into SSmove and such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4) Basically, if we do "stuff" during verb time then the next chance clients have to actually see it is on the next visual tick (rather then the normal "this tick"). This is cause clients get their next frame during maptick, and maptick runs before verbs. We want to be able to handle this properly because if you say, create an object and then move it on the same VISUAL tick (NOT game tick), it will just teleport instead of playing out the move. I don't want this for stuff like sparks, so we need a way to work around it. [Moves most users of the _FAST flag to _INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5) These are the kids that don't immediately spawn something and the move it, and we want to allow them to move actually as soon as possible (important for stuff like space) [Improves basic effect systems, makes their products delete when they stop moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba) Moves some stuff out to getters or vars so children can better decide how long effects should last/how fast they should move. Uses this to clean up weird dupe code used by explosions. Makes all these effects delete on contact with something that stops them. I'm doing this because an effect just hanging in the air looks really really odd. Does have consequences for sparks that are already moving at a wall though, might need a better way to handle that. Makes all these effects use _FAST loops so they don't just hang in the air for a second on spawn Adds a setter proc on sparks for their duration, gonna use this to improve their effects some [Refactors overlay lights, adds support for animating their images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1) Implements light_render_source and relevant setters, this allows us to replace the components of an overlay light with basically whatever we want Refactors overlay lighting to handle its images more consistently, allowing us to hook into an image being modified Combining the two of these will allow us to consistently copy a light's image, modify it in some way, and then relay that modification back down. Allowing us to animate it or do more advanced effects painlessly Also, fixes ranges of 1 or less not rendering at all on initial set (thank you kapu) [In which I get fed up and add a macro helper for UID generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911) [adds vv hooking for all existing lighting vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d) [Upgrade effect system's dir picking to avoid duplicates when possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91) [Uses the technique described above to animate spark's lights out as they move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14) This is a decently nice effect imo, it allows us to bump their power (read, alpha) since it'll get animated away. I try to sync the animation to the actual icon state's flow (it's 0.7s long). I also sped them up somewhat to hopefully have a nicer looking effect? we'll see. [Abstracts away intercepting overlay lights into a holder datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032) This should make it far easier to reuse this pattern! [Fixes overlay lights flashing to double intensity when picked up off the ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7) We needed to clear out their underlays BEFORE the animation [Adds a flickering effect to flares and their children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde) I'm still not 100% happy with this, I was trying to avoid it feeling like a heartbeat with random noise and I.. THINK it worked? it's honestly quite hard to tell [Adds the same flickering to lighters, welding tools and life candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b) Also, updated light candles to mirror the appearance of normal candles and use overlay lighting EDIT: I realized while working on flares that I accidentally double applied color, so if you saw the sparks animations before now it was different (less vibrant). IDK if I like this better or worse but it is RIGHT and that's what matters. ## Why It's Good For The Game I got mad about how bad these looked, and this is a start at improving them. Also, adds a framework for more dynamic effects applied to overlay lights (you could use this to apply a sort of "emergency rotating" effect, or flicker/buzz for example). <details> <summary>Before</summary> https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533a https://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629 </details> <details> <summary>After</summary> https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5 https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a </details> ## Changelog 🆑 add: Reworks how sparks render. They're now a bit brighter, will fade out as they move/if they hit something, will stack with each other less and also won't start hang in the air on spawn. add: Added a flickering effect to lighters, welding tools, flares, torches and candles (since they're flames). fix: Overlay based lights (think flashlights) will no longer flash to double intensity while being picked up. refactor: Reworked how some effects (explosion particles, sparks, some reagent stuff) function, report any bugs! /🆑
323 lines
11 KiB
Plaintext
323 lines
11 KiB
Plaintext
/**
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* Return the markup to for the dropdown list for the VV panel for this atom
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*
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* Override in subtypes to add custom VV handling in the VV panel
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*/
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/atom/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---------")
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if(!ismovable(src))
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var/turf/curturf = get_turf(src)
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if(curturf)
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. += "<option value='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[curturf.x];Y=[curturf.y];Z=[curturf.z]'>Jump To</option>"
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VV_DROPDOWN_OPTION(VV_HK_MODIFY_TRANSFORM, "Modify Transform")
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VV_DROPDOWN_OPTION(VV_HK_SPIN_ANIMATION, "SpinAnimation")
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VV_DROPDOWN_OPTION(VV_HK_STOP_ALL_ANIMATIONS, "Stop All Animations")
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VV_DROPDOWN_OPTION(VV_HK_SHOW_HIDDENPRINTS, "Show Hiddenprint log")
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VV_DROPDOWN_OPTION(VV_HK_ADD_REAGENT, "Add Reagent")
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VV_DROPDOWN_OPTION(VV_HK_TRIGGER_EMP, "EMP Pulse")
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VV_DROPDOWN_OPTION(VV_HK_TRIGGER_EXPLOSION, "Explosion")
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VV_DROPDOWN_OPTION(VV_HK_EDIT_FILTERS, "Edit Filters")
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VV_DROPDOWN_OPTION(VV_HK_EDIT_COLOR_MATRIX, "Edit Color as Matrix")
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VV_DROPDOWN_OPTION(VV_HK_TEST_MATRIXES, "Test Matrices")
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VV_DROPDOWN_OPTION(VV_HK_ADD_AI, "Add AI controller")
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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify Armor")
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if(greyscale_colors)
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VV_DROPDOWN_OPTION(VV_HK_MODIFY_GREYSCALE, "Modify greyscale colors")
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/atom/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(href_list[VV_HK_ADD_REAGENT])
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if(!check_rights(R_VAREDIT))
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return
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if(!reagents)
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var/amount = input(usr, "Specify the reagent size of [src]", "Set Reagent Size", 50) as num|null
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if(amount)
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create_reagents(amount)
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if(reagents)
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var/chosen_id
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switch(tgui_alert(usr, "Choose a method.", "Add Reagents", list("Search", "Choose from a list", "I'm feeling lucky")))
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if("Search")
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var/valid_id
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while(!valid_id)
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chosen_id = input(usr, "Enter the ID of the reagent you want to add.", "Search reagents") as null|text
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if(isnull(chosen_id)) //Get me out of here!
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break
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if (!ispath(text2path(chosen_id)))
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chosen_id = pick_closest_path(chosen_id, make_types_fancy(subtypesof(/datum/reagent)))
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if (ispath(chosen_id))
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valid_id = TRUE
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else
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valid_id = TRUE
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if(!valid_id)
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to_chat(usr, span_warning("A reagent with that ID doesn't exist!"))
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if("Choose from a list")
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chosen_id = input(usr, "Choose a reagent to add.", "Choose a reagent.") as null|anything in sort_list(subtypesof(/datum/reagent), GLOBAL_PROC_REF(cmp_typepaths_asc))
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if("I'm feeling lucky")
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chosen_id = pick(subtypesof(/datum/reagent))
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if(chosen_id)
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var/amount = input(usr, "Choose the amount to add.", "Choose the amount.", reagents.maximum_volume) as num|null
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if(amount)
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reagents.add_reagent(chosen_id, amount)
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log_admin("[key_name(usr)] has added [amount] units of [chosen_id] to [src]")
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message_admins(span_notice("[key_name(usr)] has added [amount] units of [chosen_id] to [src]"))
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if(href_list[VV_HK_TRIGGER_EXPLOSION])
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return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/admin_explosion, src)
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if(href_list[VV_HK_TRIGGER_EMP])
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return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/admin_emp, src)
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if(href_list[VV_HK_SHOW_HIDDENPRINTS])
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if(!check_rights(R_ADMIN))
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return
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usr.client.cmd_show_hiddenprints(src)
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if(href_list[VV_HK_ARMOR_MOD])
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if(!check_rights(NONE))
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return
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var/list/picker_list = list()
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var/list/armor_list = get_armor().get_rating_list()
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for (var/rating in armor_list)
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picker_list += list(list("value" = armor_list[rating], "name" = rating))
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var/list/result = present_picker(usr, "Modify armor", "Modify armor: [src]", button_1 = "Save", button_2 = "Cancel", timeout = FALSE, input_type = "text", values = picker_list)
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if(!islist(result))
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return
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if(result["button"] == 2) // If the user pressed the cancel button
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return
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var/list/armor_all = ARMOR_LIST_ALL
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// text2num conveniently returns a null on invalid values
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var/list/converted = list()
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for(var/armor_key in armor_all)
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converted[armor_key] = text2num(result["values"][armor_key])
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set_armor(get_armor().generate_new_with_specific(converted))
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var/message = "[key_name(usr)] modified the armor on [src] ([type]) to: "
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for(var/armor_key in armor_all)
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message += "[armor_key]=[get_armor_rating(armor_key)],"
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message = copytext(message, 1, -1)
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log_admin(span_notice(message))
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message_admins(span_notice(message))
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if(href_list[VV_HK_ADD_AI])
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if(!check_rights(R_VAREDIT))
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return
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var/result = input(usr, "Choose the AI controller to apply to this atom WARNING: Not all AI works on all atoms.", "AI controller") as null|anything in subtypesof(/datum/ai_controller)
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if(!result)
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return
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ai_controller = new result(src)
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if(href_list[VV_HK_MODIFY_TRANSFORM])
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if(!check_rights(R_VAREDIT))
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return
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var/result = input(usr, "Choose the transformation to apply","Transform Mod") as null|anything in list("Scale","Translate","Rotate","Shear")
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var/matrix/M = transform
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if(!result)
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return
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switch(result)
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if("Scale")
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var/x = input(usr, "Choose x mod","Transform Mod") as null|num
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var/y = input(usr, "Choose y mod","Transform Mod") as null|num
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if(isnull(x) || isnull(y))
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return
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transform = M.Scale(x,y)
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if("Translate")
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var/x = input(usr, "Choose x mod (negative = left, positive = right)","Transform Mod") as null|num
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var/y = input(usr, "Choose y mod (negative = down, positive = up)","Transform Mod") as null|num
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if(isnull(x) || isnull(y))
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return
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transform = M.Translate(x,y)
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if("Shear")
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var/x = input(usr, "Choose x mod","Transform Mod") as null|num
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var/y = input(usr, "Choose y mod","Transform Mod") as null|num
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if(isnull(x) || isnull(y))
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return
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transform = M.Shear(x,y)
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if("Rotate")
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var/angle = input(usr, "Choose angle to rotate","Transform Mod") as null|num
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if(isnull(angle))
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return
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transform = M.Turn(angle)
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SEND_SIGNAL(src, COMSIG_ATOM_VV_MODIFY_TRANSFORM)
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if(href_list[VV_HK_SPIN_ANIMATION])
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if(!check_rights(R_VAREDIT))
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return
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var/num_spins = input(usr, "Do you want infinite spins?", "Spin Animation") in list("Yes", "No")
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if(num_spins == "No")
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num_spins = input(usr, "How many spins?", "Spin Animation") as null|num
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else
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num_spins = -1
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if(!num_spins)
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return
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var/spins_per_sec = input(usr, "How many spins per second?", "Spin Animation") as null|num
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if(!spins_per_sec)
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return
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var/direction = input(usr, "Which direction?", "Spin Animation") in list("Clockwise", "Counter-clockwise")
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switch(direction)
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if("Clockwise")
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direction = 1
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if("Counter-clockwise")
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direction = 0
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else
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return
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SpinAnimation(1 SECONDS / spins_per_sec, num_spins, direction)
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if(href_list[VV_HK_STOP_ALL_ANIMATIONS])
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if(!check_rights(R_VAREDIT))
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return
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var/result = input(usr, "Are you sure?", "Stop Animating") in list("Yes", "No")
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if(result == "Yes")
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animate(src, transform = null, flags = ANIMATION_END_NOW) // Literally just fucking stop animating entirely because admin said so
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return
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if(href_list[VV_HK_AUTO_RENAME])
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if(!check_rights(R_VAREDIT))
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return
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var/newname = input(usr, "What do you want to rename this to?", "Automatic Rename") as null|text
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// Check the new name against the chat filter. If it triggers the IC chat filter, give an option to confirm.
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if(newname && !(is_ic_filtered(newname) || is_soft_ic_filtered(newname) && tgui_alert(usr, "Your selected name contains words restricted by IC chat filters. Confirm this new name?", "IC Chat Filter Conflict", list("Confirm", "Cancel")) != "Confirm"))
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vv_auto_rename(newname)
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if(href_list[VV_HK_EDIT_FILTERS])
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if(!check_rights(R_VAREDIT))
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return
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usr.client?.open_filter_editor(src)
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if(href_list[VV_HK_EDIT_COLOR_MATRIX])
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if(!check_rights(R_VAREDIT))
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return
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usr.client?.open_color_matrix_editor(src)
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if(href_list[VV_HK_TEST_MATRIXES])
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if(!check_rights(R_VAREDIT))
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return
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usr.client?.open_matrix_tester(src)
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/atom/vv_get_header()
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. = ..()
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var/refid = REF(src)
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. += "[VV_HREF_TARGETREF(refid, VV_HK_AUTO_RENAME, "<b id='name'>[src]</b>")]"
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. += "<br><font size='1'><a href='byond://?_src_=vars;[HrefToken()];rotatedatum=[refid];rotatedir=left'><<</a> <a href='byond://?_src_=vars;[HrefToken()];datumedit=[refid];varnameedit=dir' id='dir'>[dir2text(dir) || dir]</a> <a href='byond://?_src_=vars;[HrefToken()];rotatedatum=[refid];rotatedir=right'>>></a></font>"
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/**
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* call back when a var is edited on this atom
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*
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* Can be used to implement special handling of vars
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*
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* At the atom level, if you edit a var named "color" it will add the atom colour with
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* admin level priority to the atom colours list
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*
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* Also, if GLOB.debugging_enabled is FALSE, it sets the [ADMIN_SPAWNED_1] flag on [flags_1][/atom/var/flags_1], which signifies
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* the object has been admin edited
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*/
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/atom/vv_edit_var(var_name, var_value)
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var/old_light_flags = light_flags
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// Disable frozen lights for now, so we can actually modify it
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light_flags &= ~LIGHT_FROZEN
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switch(var_name)
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if(NAMEOF(src, light_range))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_range = var_value)
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else
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set_light_range(var_value)
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. = TRUE
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if(NAMEOF(src, light_power))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_power = var_value)
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else
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set_light_power(var_value)
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. = TRUE
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if(NAMEOF(src, light_color))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_color = var_value)
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else
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set_light_color(var_value)
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. = TRUE
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if(NAMEOF(src, light_angle))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_angle = var_value)
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. = TRUE
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if(NAMEOF(src, light_dir))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_dir = var_value)
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. = TRUE
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if(NAMEOF(src, light_height))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_height = var_value)
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. = TRUE
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if(NAMEOF(src, light_on))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_on = var_value)
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else
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set_light_on(var_value)
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. = TRUE
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if(NAMEOF(src, light_flags))
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set_light_flags(var_value)
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// I'm sorry
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old_light_flags = var_value
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. = TRUE
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if(NAMEOF(src, light_render_source))
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set_light_render_source(var_value)
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. = TRUE
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if(NAMEOF(src, light_angle))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_angle = var_value)
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else
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set_light_angle(var_value)
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. = TRUE
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if(NAMEOF(src, light_dir))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_dir = var_value)
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else
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set_light_dir(var_value)
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. = TRUE
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if(NAMEOF(src, light_height))
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if(light_system == COMPLEX_LIGHT)
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set_light(l_height = var_value)
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else
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set_light_height(var_value)
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. = TRUE
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if(NAMEOF(src, smoothing_junction))
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set_smoothed_icon_state(var_value)
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. = TRUE
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if(NAMEOF(src, opacity))
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set_opacity(var_value)
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. = TRUE
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if(NAMEOF(src, base_pixel_x))
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set_base_pixel_x(var_value)
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. = TRUE
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if(NAMEOF(src, base_pixel_y))
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set_base_pixel_y(var_value)
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. = TRUE
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if(NAMEOF(src, material_flags))
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toggle_material_flags(var_value)
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. = TRUE
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if(NAMEOF(src, material_modifier))
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change_material_modifier(var_value)
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. = TRUE
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light_flags = old_light_flags
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if(!isnull(.))
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datum_flags |= DF_VAR_EDITED
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return
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if(!GLOB.debugging_enabled)
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flags_1 |= ADMIN_SPAWNED_1
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. = ..()
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switch(var_name)
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if(NAMEOF(src, color))
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add_atom_colour(color, ADMIN_COLOUR_PRIORITY)
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update_appearance()
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/atom/proc/vv_auto_rename(newname)
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name = newname
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