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* Separates cult object and cult effect sprites into their own folders * Let's do this Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
51 lines
1.6 KiB
Plaintext
51 lines
1.6 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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element_flags = ELEMENT_DETACH
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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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RegisterSignal(target, list(COMSIG_CHANGELING_TRANSFORM, COMSIG_MONKEY_HUMANIZE, COMSIG_HUMAN_MONKEYIZE), .proc/set_halo)
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addtimer(CALLBACK(src, .proc/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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ADD_TRAIT(target, TRAIT_CULT_HALO, CULT_TRAIT)
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var/mutable_appearance/new_halo_overlay = mutable_appearance('icons/effects/cult/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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