Files
Bubberstation/code/game/objects/effects/temporary_visuals/miscellaneous.dm
SkyratBot 47ce029778 [MIRROR] Food Cart remade as a mini-kitchen you can set up in the hallways (AND DO ANYTHING) (ARMFLOYDENKITCHENEZAB) (#2754)
* Food Cart remade as a mini-kitchen you can set up in the hallways (AND DO ANYTHING) (ARMFLOYDENKITCHENEZAB)  (#55625)

About The Pull Request

The food cart no longer... Does whatever garbage it did before. What, like, store condiments? Terrible. Now you drag it around and set it up, creating a tent with a griddle, smartfridge, and a table. You can pack up anytime. Breaking parts of the tent will pack up the machine and subsequently break it, so careful!
Why It's Good For The Game

The food cart has been an entirely outdated, out classed, completely dead machine to use. We just can do a lot better in 2020. Now it once again has a nice unique function and lets chefs do a new gimmick of being a travelling seller of food. Employs the "steal the janicart" meta from the janitor in the new and equally infuriating "steal the entire damn tent lmao"
Changelog

🆑
add: Food Cart has been completely remade to work as a mobile kitchen
/🆑

* Food Cart remade as a mini-kitchen you can set up in the hallways (AND DO ANYTHING) (ARMFLOYDENKITCHENEZAB)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-01-17 13:44:39 +01:00

520 lines
13 KiB
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//unsorted miscellaneous temporary visuals
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
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
duration = 10
randomdir = 0
/obj/effect/temp_visual/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/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/energy
icon_state = "firing_effect_energy"
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/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/mob.dmi'
icon_state = "phase_shift2"
duration = 6
/obj/effect/temp_visual/dir_setting/wraith/angelic
icon_state = "phase_shift2_angelic"
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/temp_visual/dir_setting/wraith/out/angelic
icon_state = "phase_shift_angelic"
/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 = LARGE_MOB_LAYER
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 = "cursehand"
/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_l"
layer = ABOVE_ALL_MOB_LAYER
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/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/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/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 = "empdisable"
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/gib_animation
icon = 'icons/mob/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/animal.dmi'
/obj/effect/temp_visual/dust_animation
icon = 'icons/mob/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/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/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
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/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/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/love_heart
name = "love heart"
icon = 'icons/effects/effects.dmi'
icon_state = "heart"
duration = 25
/obj/effect/temp_visual/love_heart/Initialize(mapload)
. = ..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = duration)
/obj/effect/temp_visual/love_heart/invisible
icon_state = null
/obj/effect/temp_visual/love_heart/invisible/Initialize(mapload, mob/seer)
. = ..()
var/image/I = image(icon = 'icons/effects/effects.dmi', icon_state = "heart", layer = ABOVE_MOB_LAYER, loc = src)
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/one_person, "heart", I, seer)
I.alpha = 255
I.appearance_flags = RESET_ALPHA
animate(I, 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
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, /atom/.proc/update_icon), 11)
delay -= 11
icon_state = "rcd_end_reverse"
else
update_icon()
/obj/effect/constructing_effect/update_icon_state()
icon_state = "rcd"
if (delay < 10)
icon_state += "_shortest"
else if (delay < 20)
icon_state += "_shorter"
else if (delay < 37)
icon_state += "_short"
if (status == RCD_DECONSTRUCT)
icon_state += "_reverse"
/obj/effect/constructing_effect/proc/end_animation()
if (status == RCD_DECONSTRUCT)
qdel(src)
else
icon_state = "rcd_end"
addtimer(CALLBACK(src, .proc/end), 15)
/obj/effect/constructing_effect/proc/end()
qdel(src)