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## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑
54 lines
1.7 KiB
Plaintext
54 lines
1.7 KiB
Plaintext
/**
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* # Cult halo element
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*
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* Applies and removes the cult halo
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*/
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/datum/element/cult_halo
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/datum/element/cult_halo/Attach(datum/target, initial_delay = 20 SECONDS)
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. = ..()
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if (!isliving(target))
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return ELEMENT_INCOMPATIBLE
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// Register signals for mob transformation to prevent premature halo removal
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RegisterSignals(target, list(COMSIG_CHANGELING_TRANSFORM, COMSIG_MONKEY_HUMANIZE, COMSIG_HUMAN_MONKEYIZE), PROC_REF(set_halo))
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addtimer(CALLBACK(src, PROC_REF(set_halo), target), initial_delay)
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/**
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* Halo setter proc
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*
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* Adds the cult halo overlays, and adds the halo trait to the mob.
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*/
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/datum/element/cult_halo/proc/set_halo(mob/living/target)
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SIGNAL_HANDLER
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if(!IS_CULTIST(target))
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target.RemoveElement(/datum/element/cult_halo)
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return
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ADD_TRAIT(target, TRAIT_CULT_HALO, CULT_TRAIT)
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var/mutable_appearance/new_halo_overlay = mutable_appearance('icons/mob/effects/halo.dmi', "halo[rand(1, 6)]", -HALO_LAYER)
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if (ishuman(target))
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var/mob/living/carbon/human/human_parent = target
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new /obj/effect/temp_visual/cult/sparks(get_turf(human_parent), human_parent.dir)
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human_parent.overlays_standing[HALO_LAYER] = new_halo_overlay
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human_parent.apply_overlay(HALO_LAYER)
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else
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target.add_overlay(new_halo_overlay)
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/**
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* Detach proc
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*
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* Removes the halo overlays, and trait from the mob
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*/
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/datum/element/cult_halo/Detach(mob/living/target, ...)
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REMOVE_TRAIT(target, TRAIT_CULT_HALO, CULT_TRAIT)
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if (ishuman(target))
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var/mob/living/carbon/human/human_parent = target
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human_parent.remove_overlay(HALO_LAYER)
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human_parent.update_body()
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else
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target.cut_overlay(HALO_LAYER)
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UnregisterSignal(target, list(COMSIG_CHANGELING_TRANSFORM, COMSIG_HUMAN_MONKEYIZE, COMSIG_MONKEY_HUMANIZE))
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return ..()
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