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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
81 lines
2.2 KiB
Plaintext
81 lines
2.2 KiB
Plaintext
#define HOURGLASS_STATES 7 //Remember to update if you change the sprite
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/obj/item/hourglass
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name = "hourglass"
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desc = "Nanotrasen patented gravity invariant hourglass. Guaranteed to flow perfectly under any conditions."
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var/obj/effect/countdown/hourglass/countdown
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var/time = 1 MINUTES
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var/finish_time //So countdown doesn't need to fiddle with timers
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var/timing_id //if present we're timing
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var/hand_activated = TRUE
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icon = 'icons/obj/hourglass.dmi'
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icon_state = "hourglass_idle"
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/obj/item/hourglass/Initialize(mapload)
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. = ..()
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countdown = new(src)
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/obj/item/hourglass/attack_self(mob/user)
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. = ..()
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if(hand_activated)
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toggle(user)
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/obj/item/hourglass/proc/toggle(mob/user)
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if(!timing_id)
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to_chat(user,span_notice("You flip the [src]."))
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start()
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flick("hourglass_flip",src)
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else
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to_chat(user,span_notice("You stop the [src].")) //Sand magically flows back because that's more convinient to use.
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stop()
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/obj/item/hourglass/update_icon_state()
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icon_state = "hourglass_[timing_id ? "active" : "idle"]"
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return ..()
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/obj/item/hourglass/proc/start()
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finish_time = world.time + time
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timing_id = addtimer(CALLBACK(src, .proc/finish), time, TIMER_STOPPABLE)
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countdown.start()
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timing_animation()
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/obj/item/hourglass/proc/timing_animation()
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var/step_time = time / HOURGLASS_STATES
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animate(src, time = step_time, icon_state = "hourglass_1")
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for(var/i in 2 to HOURGLASS_STATES)
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animate(time = step_time, icon_state = "hourglass_[i]")
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/obj/item/hourglass/proc/stop()
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if(timing_id)
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deltimer(timing_id)
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timing_id = null
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countdown.stop()
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finish_time = null
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animate(src)
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update_appearance()
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/obj/item/hourglass/proc/finish()
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visible_message(span_notice("[src] stops."))
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stop()
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/obj/item/hourglass/Destroy()
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QDEL_NULL(countdown)
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. = ..()
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//Admin events zone.
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/obj/item/hourglass/admin
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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anchored = TRUE
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hand_activated = FALSE
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/obj/item/hourglass/admin/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(user.client && user.client.holder)
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toggle(user)
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/obj/item/hourglass/admin/attack_ghost(mob/user)
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if(user.client && user.client.holder)
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toggle(user)
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#undef HOURGLASS_STATES
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