Files
Bubberstation/code/game/objects/effects/temporary_visuals/miscellaneous.dm
vinylspiders ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00

713 lines
18 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
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
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
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 = 3
/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/blue
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect_blue"
duration = 3
/obj/effect/temp_visual/dir_setting/firing_effect/red
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect_red"
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 = "telekinesis_throw" // SKYRAT EDIT CHANGE - ORIGINAL: icon_state = "empdisable"
icon = 'modular_skyrat/master_files/icons/effects/tele_effects.dmi' // SKYRAT EDIT ADDITION
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/bluespace_fissure/Initialize(mapload)
. = ..()
apply_wibbly_filters(src)
/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
obj_flags = CAN_BE_HIT
mouse_opacity = MOUSE_OPACITY_OPAQUE
var/status = 0
var/delay = 0
/obj/effect/constructing_effect/Initialize(mapload, rcd_delay, rcd_status, rcd_upgrades)
. = ..()
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()
if (rcd_upgrades & RCD_UPGRADE_ANTI_INTERRUPT)
color = list(
1.0, 0.5, 0.5, 0.0,
0.1, 0.0, 0.0, 0.0,
0.1, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0,
)
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
obj_flags &= ~CAN_BE_HIT
/obj/effect/constructing_effect/update_name(updates)
. = ..()
if (status == RCD_DECONSTRUCT)
name = "deconstruction effect"
else
name = "construction effect"
/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
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
obj_flags &= ~CAN_BE_HIT
icon_state = "rcd_end"
addtimer(CALLBACK(src, PROC_REF(end)), 1.5 SECONDS)
/obj/effect/constructing_effect/proc/end()
qdel(src)
/obj/effect/constructing_effect/proc/attacked(mob/user)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.changeNext_move(CLICK_CD_MELEE)
playsound(loc, 'sound/weapons/egloves.ogg', vol = 80, vary = TRUE)
end()
/obj/effect/constructing_effect/attackby(obj/item/weapon, mob/user, params)
attacked(user)
/obj/effect/constructing_effect/attack_hand(mob/living/user, list/modifiers)
attacked(user)
/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"
/// Does the visual follow the creature?
var/follow_creature = TRUE
/// Creature's X & Y coords, which can either be overridden or kept the same depending on follow_creature.
var/creature_x
var/creature_y
/obj/effect/temp_visual/sonar_ping/Initialize(mapload, mob/living/looker, mob/living/creature, ping_state, follow_creatures = TRUE)
. = ..()
if(!looker || !creature)
return INITIALIZE_HINT_QDEL
if(ping_state)
real_icon_state = ping_state
follow_creature = follow_creatures
creature_x = creature.x
creature_y = creature.y
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
// Long pings follow, short pings stay put. We still need to update for looker.x&y though
if(follow_creature)
creature_y = creature.y
creature_x = creature.x
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)
/obj/effect/temp_visual/crit
name = "critical hit"
icon_state = "crit"
duration = 15
/obj/effect/temp_visual/crit/Initialize(mapload)
. = ..()
animate(src, pixel_y = pixel_y + 16, alpha = 0, time = duration)
/obj/effect/temp_visual/jet_plume
name = "jet plume"
icon_state = "jet_plume"
layer = BELOW_MOB_LAYER
plane = GAME_PLANE
duration = 0.4 SECONDS
/// Plays a dispersing animation on hivelord and legion minions so they don't just vanish
/obj/effect/temp_visual/despawn_effect
name = "withering spawn"
duration = 1 SECONDS
/obj/effect/temp_visual/despawn_effect/Initialize(mapload, atom/copy_from)
if (isnull(copy_from))
. = ..()
return INITIALIZE_HINT_QDEL
icon = copy_from.icon
icon_state = copy_from.icon_state
pixel_x = copy_from.pixel_x
pixel_y = copy_from.pixel_y
duration = rand(0.5 SECONDS, 1 SECONDS)
var/matrix/transformation = matrix(transform)
transformation.Turn(rand(-70, 70))
transformation.Scale(0.7, 0.7)
animate(
src,
pixel_x = rand(-5, 5),
pixel_y = -5,
transform = transformation,
color = "#44444400",
time = duration,
flags = ANIMATION_RELATIVE,
)
return ..()