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* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define (#76237) ## About The Pull Request Firstly, I gave the revolver a new sprite. I mean, this isn't so much of an improvement as it is a reference I wanted to go with, so if people go 'no not a new sprite' I don't mind reverting. What's the reference? Check the new name I added as a potential name roll.  Secondly; I applied to the gun itself revenant bane, the ability to clear runes, and proper magic immunity as a full null rod would enable. This last bit was a deliberate design choice, but the divine bow has full magic protection, so I think this is now more of a consistency consideration compared to the divine bow. Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage multiplier to bring it back to the damage it did originally. It also cannot be reloaded without the prayer action. No cheating. Effectively, this is the same mechanically as it was before. It rarely does a funny crit fanfare. This does nothing mechanically, I just thought it was a funny nod to the sprite's reference (and I guess another game that the crit fanfare is based on). Borrowed parts of the code and sprite from this April Fool's pr by Wallemations > https://github.com/tgstation/tgstation/pull/74425 ## Why It's Good For The Game I think this might have been a little forgotten since implementation now that we have another projectile weapon for the chaplain. So I'm brushing it up a bit. ## Changelog 🆑 fix: Makes the chaplain's revolver consistent with its immediate sibling, the Divine Bow, by giving it similar statistics. code: Makes the chaplain revolver a .38 but prevents it from being loaded without using the special prayer action. Also applies a damage multiplier to keep it at the original 18 force. Mechanically, no different. sprite: Gives the chaplain revolver a new sprite. code: Removes an unnecessary admin log when removing runes. /🆑 * Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
622 lines
16 KiB
Plaintext
622 lines
16 KiB
Plaintext
//unsorted miscellaneous temporary visuals
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/obj/effect/temp_visual/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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randomdir = FALSE
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layer = BELOW_MOB_LAYER
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plane = GAME_PLANE
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var/splatter_type = "splatter"
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/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
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if(ISDIAGONALDIR(set_dir))
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icon_state = "[splatter_type][pick(1, 2, 6)]"
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else
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icon_state = "[splatter_type][pick(3, 4, 5)]"
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. = ..()
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var/target_pixel_x = 0
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var/target_pixel_y = 0
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switch(set_dir)
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if(NORTH)
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target_pixel_y = 16
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if(SOUTH)
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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if(EAST)
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target_pixel_x = 16
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if(WEST)
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target_pixel_x = -16
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if(NORTHEAST)
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target_pixel_x = 16
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target_pixel_y = 16
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if(NORTHWEST)
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target_pixel_x = -16
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target_pixel_y = 16
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if(SOUTHEAST)
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target_pixel_x = 16
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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if(SOUTHWEST)
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target_pixel_x = -16
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
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/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
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splatter_type = "xsplatter"
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/obj/effect/temp_visual/dir_setting/speedbike_trail
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name = "speedbike trails"
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icon_state = "ion_fade"
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layer = BELOW_MOB_LAYER
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plane = GAME_PLANE
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duration = 10
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randomdir = 0
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/obj/effect/temp_visual/dir_setting/firing_effect
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icon = 'icons/effects/effects.dmi'
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icon_state = "firing_effect"
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duration = 2
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/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
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switch(newdir)
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if(NORTH)
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layer = BELOW_MOB_LAYER
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pixel_x = rand(-3,3)
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pixel_y = rand(4,6)
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if(SOUTH)
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pixel_x = rand(-3,3)
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pixel_y = rand(-1,1)
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else
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pixel_x = rand(-1,1)
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pixel_y = rand(-1,1)
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..()
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/obj/effect/temp_visual/dir_setting/firing_effect/energy
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icon_state = "firing_effect_energy"
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duration = 3
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/obj/effect/temp_visual/dir_setting/firing_effect/magic
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icon_state = "shieldsparkles"
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duration = 3
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/obj/effect/temp_visual/dir_setting/ninja
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name = "ninja shadow"
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "uncloak"
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duration = 9
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/obj/effect/temp_visual/dir_setting/ninja/cloak
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icon_state = "cloak"
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/obj/effect/temp_visual/dir_setting/ninja/shadow
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icon_state = "shadow"
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/obj/effect/temp_visual/dir_setting/ninja/phase
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name = "ninja energy"
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icon_state = "phasein"
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/obj/effect/temp_visual/dir_setting/ninja/phase/out
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icon_state = "phaseout"
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/obj/effect/temp_visual/dir_setting/wraith
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name = "shadow"
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icon = 'icons/mob/nonhuman-player/cult.dmi'
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icon_state = "phase_shift2_cult"
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duration = 0.6 SECONDS
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/obj/effect/temp_visual/dir_setting/wraith/angelic
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icon_state = "phase_shift2_holy"
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/obj/effect/temp_visual/dir_setting/wraith/mystic
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icon_state = "phase_shift2_wizard"
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/obj/effect/temp_visual/dir_setting/wraith/out
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icon_state = "phase_shift_cult"
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/obj/effect/temp_visual/dir_setting/wraith/out/angelic
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icon_state = "phase_shift_holy"
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/obj/effect/temp_visual/dir_setting/wraith/out/mystic
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icon_state = "phase_shift_wizard"
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/obj/effect/temp_visual/dir_setting/tailsweep
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icon_state = "tailsweep"
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duration = 4
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/obj/effect/temp_visual/dir_setting/curse
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icon_state = "curse"
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duration = 32
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var/fades = TRUE
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/obj/effect/temp_visual/dir_setting/curse/Initialize(mapload, set_dir)
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. = ..()
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if(fades)
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animate(src, alpha = 0, time = 32)
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/obj/effect/temp_visual/dir_setting/curse/blob
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icon_state = "curseblob"
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/obj/effect/temp_visual/dir_setting/curse/grasp_portal
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icon = 'icons/effects/64x64.dmi'
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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pixel_y = -16
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pixel_x = -16
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duration = 32
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fades = FALSE
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/obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading
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duration = 32
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fades = TRUE
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/obj/effect/temp_visual/dir_setting/curse/hand
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icon_state = "cursehand1"
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/obj/effect/temp_visual/bsa_splash
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name = "\improper Bluespace energy wave"
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desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light."
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icon = 'icons/effects/beam_splash.dmi'
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icon_state = "beam_splash_e"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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pixel_y = -16
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duration = 50
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/obj/effect/temp_visual/bsa_splash/Initialize(mapload, dir)
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. = ..()
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switch(dir)
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if(WEST)
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icon_state = "beam_splash_w"
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if(EAST)
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icon_state = "beam_splash_e"
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/obj/effect/temp_visual/wizard
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name = "water"
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "reappear"
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duration = 5
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/obj/effect/temp_visual/wizard/out
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icon_state = "liquify"
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duration = 12
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/obj/effect/temp_visual/monkeyify
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "h2monkey"
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duration = 22
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/obj/effect/temp_visual/monkeyify/humanify
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icon_state = "monkey2h"
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/obj/effect/temp_visual/borgflash
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "blspell"
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duration = 5
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/obj/effect/temp_visual/guardian
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randomdir = 0
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/obj/effect/temp_visual/guardian/phase
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duration = 5
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icon_state = "phasein"
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/obj/effect/temp_visual/guardian/phase/out
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icon_state = "phaseout"
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/obj/effect/temp_visual/decoy
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
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. = ..()
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alpha = initial(alpha)
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if(mimiced_atom)
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name = mimiced_atom.name
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appearance = mimiced_atom.appearance
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setDir(mimiced_atom.dir)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
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. = ..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/temp_visual/decoy/fading/threesecond
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duration = 40
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/obj/effect/temp_visual/decoy/fading/fivesecond
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duration = 50
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/obj/effect/temp_visual/decoy/fading/halfsecond
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duration = 5
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/obj/effect/temp_visual/small_smoke
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icon_state = "smoke"
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duration = 50
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/obj/effect/temp_visual/small_smoke/halfsecond
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duration = 5
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/obj/effect/temp_visual/fire
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icon = 'icons/effects/fire.dmi'
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icon_state = "3"
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light_range = LIGHT_RANGE_FIRE
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light_color = LIGHT_COLOR_FIRE
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duration = 10
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/obj/effect/temp_visual/revenant
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name = "spooky lights"
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icon_state = "purplesparkles"
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/obj/effect/temp_visual/revenant/cracks
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name = "glowing cracks"
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icon_state = "purplecrack"
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duration = 6
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/obj/effect/temp_visual/gravpush
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name = "gravity wave"
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icon_state = "shieldsparkles"
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duration = 5
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/obj/effect/temp_visual/telekinesis
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name = "telekinetic force"
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//icon_state = "empdisable" //Non-Skyrat version
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icon_state = "telekinesis_throw" //Skyrat edit, was "empdisable"
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icon = 'modular_skyrat/master_files/icons/effects/tele_effects.dmi' //Skyrat Addition
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duration = 5
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/obj/effect/temp_visual/emp
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name = "emp sparks"
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icon_state = "empdisable"
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/obj/effect/temp_visual/emp/pulse
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name = "emp pulse"
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icon_state = "emppulse"
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duration = 8
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randomdir = 0
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/obj/effect/temp_visual/bluespace_fissure
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name = "bluespace fissure"
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icon_state = "bluestream_fade"
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duration = 9
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/obj/effect/temp_visual/gib_animation
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icon = 'icons/mob/simple/mob.dmi'
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duration = 15
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/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
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icon_state = gib_icon // Needs to be before ..() so icon is correct
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. = ..()
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/obj/effect/temp_visual/gib_animation/animal
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icon = 'icons/mob/simple/animal.dmi'
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/obj/effect/temp_visual/dust_animation
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icon = 'icons/mob/simple/mob.dmi'
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duration = 15
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/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
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icon_state = dust_icon // Before ..() so the correct icon is flick()'d
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. = ..()
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/obj/effect/temp_visual/mummy_animation
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "mummy_revive"
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duration = 20
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/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
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name = "healing glow"
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icon_state = "heal"
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duration = 15
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/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
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if(set_color)
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add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
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. = ..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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/obj/effect/temp_visual/kinetic_blast
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name = "kinetic explosion"
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icon = 'icons/obj/weapons/guns/projectiles.dmi'
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icon_state = "kinetic_blast"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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duration = 4
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/obj/effect/temp_visual/explosion
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name = "explosion"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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pixel_x = -32
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pixel_y = -32
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duration = 8
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/obj/effect/temp_visual/explosion/fast
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icon_state = "explosionfast"
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duration = 4
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/obj/effect/temp_visual/blob
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name = "blob"
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icon_state = "blob_attack"
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alpha = 140
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randomdir = 0
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duration = 6
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/obj/effect/temp_visual/desynchronizer
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name = "desynchronizer field"
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icon_state = "chronofield"
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duration = 3
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/obj/effect/temp_visual/impact_effect
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icon_state = "impact_bullet"
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duration = 5
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/obj/effect/temp_visual/impact_effect/Initialize(mapload, x, y)
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pixel_x = x
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pixel_y = y
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return ..()
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/obj/effect/temp_visual/impact_effect/red_laser
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icon_state = "impact_laser"
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duration = 4
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/obj/effect/temp_visual/impact_effect/red_laser/wall
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icon_state = "impact_laser_wall"
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duration = 10
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/obj/effect/temp_visual/impact_effect/blue_laser
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icon_state = "impact_laser_blue"
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duration = 4
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/obj/effect/temp_visual/impact_effect/green_laser
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icon_state = "impact_laser_green"
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duration = 4
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/obj/effect/temp_visual/impact_effect/yellow_laser
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icon_state = "impact_laser_yellow"
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duration = 4
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/obj/effect/temp_visual/impact_effect/purple_laser
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icon_state = "impact_laser_purple"
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duration = 4
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/obj/effect/temp_visual/impact_effect/shrink
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icon_state = "m_shield"
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duration = 10
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/obj/effect/temp_visual/impact_effect/ion
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icon_state = "shieldsparkles"
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duration = 6
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/obj/effect/temp_visual/impact_effect/energy
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icon_state = "impact_energy"
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duration = 6
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/obj/effect/temp_visual/impact_effect/neurotoxin
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icon_state = "impact_neurotoxin"
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/obj/effect/temp_visual/heart
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name = "heart"
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icon = 'icons/mob/simple/animal.dmi'
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icon_state = "heart"
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duration = 25
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/obj/effect/temp_visual/heart/Initialize(mapload)
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. = ..()
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pixel_x = rand(-4,4)
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pixel_y = rand(-4,4)
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animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
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/obj/effect/temp_visual/annoyed
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name = "annoyed"
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icon = 'icons/effects/effects.dmi'
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icon_state = "annoyed"
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duration = 25
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/obj/effect/temp_visual/annoyed/Initialize(mapload)
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. = ..()
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pixel_x = rand(-4,0)
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pixel_y = rand(8,12)
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animate(src, pixel_y = pixel_y + 16, alpha = 0, time = duration)
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/obj/effect/temp_visual/bleed
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name = "bleed"
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icon = 'icons/effects/bleed.dmi'
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icon_state = "bleed0"
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duration = 10
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var/shrink = TRUE
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/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
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. = ..()
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var/size_matrix = matrix()
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if(size_calc_target)
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layer = size_calc_target.layer + 0.01
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var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
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size_matrix = matrix() * (I.Height()/world.icon_size)
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transform = size_matrix //scale the bleed overlay's size based on the target's icon size
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var/matrix/M = transform
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if(shrink)
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M = size_matrix*0.1
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else
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M = size_matrix*2
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animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
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/obj/effect/temp_visual/bleed/explode
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icon_state = "bleed10"
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duration = 12
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shrink = FALSE
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/obj/effect/temp_visual/warp_cube
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duration = 5
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var/outgoing = TRUE
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/obj/effect/temp_visual/warp_cube/Initialize(mapload, atom/teleporting_atom, warp_color, new_outgoing)
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. = ..()
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if(teleporting_atom)
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outgoing = new_outgoing
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appearance = teleporting_atom.appearance
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setDir(teleporting_atom.dir)
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if(warp_color)
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color = list(warp_color, warp_color, warp_color, list(0,0,0))
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set_light(1.4, 1, warp_color)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/matrix/skew = transform
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skew = skew.Turn(180)
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skew = skew.Interpolate(transform, 0.5)
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if(!outgoing)
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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
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
var/status = 0
|
|
var/delay = 0
|
|
|
|
/obj/effect/constructing_effect/Initialize(mapload, rcd_delay, rcd_status)
|
|
. = ..()
|
|
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()
|
|
|
|
/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
|
|
icon_state = "rcd_end"
|
|
addtimer(CALLBACK(src, PROC_REF(end)), 15)
|
|
|
|
/obj/effect/constructing_effect/proc/end()
|
|
qdel(src)
|
|
|
|
/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"
|
|
|
|
/obj/effect/temp_visual/sonar_ping/Initialize(mapload, mob/living/looker, mob/living/creature)
|
|
. = ..()
|
|
if(!looker || !creature)
|
|
return INITIALIZE_HINT_QDEL
|
|
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
|
|
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)
|