Files
Bubberstation/code/game/objects/effects/effect_system/effects_other.dm
2016-06-25 17:50:47 +01:00

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/////////////////////////////////////////////
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/datum/effect_system/trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
return ..()
/datum/effect_system/trail_follow/proc/stop()
processing = 0
on = 0
oldposition = null
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/datum/effect_system/trail_follow/steam/start()
if(!on)
on = 1
processing = 1
if(!oldposition)
oldposition = get_turf(holder)
if(processing)
processing = 0
if(number < 3)
var/obj/effect/particle_effect/steam/I = PoolOrNew(/obj/effect/particle_effect/steam, oldposition)
number++
I.setDir(holder.dir)
oldposition = get_turf(holder)
spawn(10)
qdel(I)
number--
spawn(2)
if(on)
processing = 1
start()
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
/datum/effect_system/trail_follow/ion/start() //Whoever is responsible for this abomination of code should become an hero
if(!on)
on = 1
processing = 1
if(!oldposition)
oldposition = get_turf(holder)
if(processing)
processing = 0
var/turf/T = get_turf(holder)
if(T != oldposition)
if(!has_gravity(T))
var/obj/effect/particle_effect/ion_trails/I = PoolOrNew(effect_type, oldposition)
I.setDir(holder.dir)
flick("ion_fade", I)
I.icon_state = ""
spawn(20)
qdel(I)
oldposition = T
spawn(2)
if(on)
processing = 1
start()
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
var/explosion_message = 1 //whether we show a message to mobs.
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0, message = 1)
amount = amt
explosion_message = message
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
/datum/effect_system/reagents_explosion/start()
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='italics'>You hear an explosion!</span>")
if (amount <= 2)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, location)
s.start()
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
M << "<span class='danger'>The explosion knocks you down.</span>"
M.Weaken(rand(1,5))
return
else
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to MAX_EXPLOSION_RANGE
if (round(amount/12) > 0)
devastation = min (MAX_EX_DEVESTATION_RANGE, devastation + round(amount/12))
if (round(amount/6) > 0)
heavy = min (MAX_EX_HEAVY_RANGE, heavy + round(amount/6))
if (round(amount/3) > 0)
light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3))
if (flashing && flashing_factor)
flash += (round(amount/4) * flashing_factor)
explosion(location, devastation, heavy, light, flash)