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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Port current /tg/ lighting system
This commit is contained in:
@@ -123,4 +123,4 @@
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/cell/device/weapon/gunsword/update_icon()
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overlays.Cut()
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cut_overlays()
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@@ -57,7 +57,7 @@
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//Update icons from /tg/, so fancy! Use this more!
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/obj/item/weapon/gun/energy/gun/protector/update_icon()
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overlays.Cut()
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cut_overlays()
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var/ratio = 0
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/* Don't have one for this gun
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@@ -68,7 +68,7 @@
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var/iconState = "[icon_state]_charge"
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if (modifystate)
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overlays += "[icon_state]_[modifystate]"
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add_overlay("[icon_state]_[modifystate]")
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iconState += "_[modifystate]"
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/* Don't have one for this gun
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if(itemState)
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@@ -78,21 +78,21 @@
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ratio = CEILING(((power_supply.charge / power_supply.maxcharge) * charge_sections), 1)
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if(power_supply.charge < charge_cost)
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overlays += "[icon_state]_empty"
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add_overlay("[icon_state]_empty")
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else
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if(!shaded_charge)
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var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
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for(var/i = ratio, i >= 1, i--)
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charge_overlay.pixel_x = ammo_x_offset * (i - 1)
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overlays += charge_overlay
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add_overlay(charge_overlay)
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else
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overlays += "[icon_state]_[modifystate][ratio]"
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add_overlay("[icon_state]_[modifystate][ratio]")
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if(can_flashlight & gun_light)
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var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, light_state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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overlays += flashlight_overlay
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add_overlay(flashlight_overlay)
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/* Don't have one for this gun
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if(itemState)
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@@ -145,11 +145,11 @@
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if(ratio < 0.25 && ratio != 0)
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ratio = 0.25
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ratio = round(ratio, 0.25) * 100
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overlays += "smg_[ratio]"
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add_overlay("smg_[ratio]")
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/obj/item/weapon/gun/projectile/automatic/sol/update_icon()
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icon_state = (ammo_magazine)? "SMG-IS" : "SMG-IS-empty"
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overlays.Cut()
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cut_overlays()
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update_charge()
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//--------------- StG-60 ----------------
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@@ -28,12 +28,12 @@
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4)
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/obj/item/weapon/gun/projectile/lamia/update_icon()
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overlays.Cut()
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cut_overlays()
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if(!ammo_magazine)
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return
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var/ratio = ammo_magazine.stored_ammo.len * 100 / ammo_magazine.max_ammo
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ratio = round(ratio, 33)
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overlays += "deagle_[ratio]"
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add_overlay("deagle_[ratio]")
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//Civilian gun
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/obj/item/weapon/gun/projectile/giskard
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@@ -12,13 +12,13 @@
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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/obj/item/weapon/gun/projectile/revolver/consul/proc/update_charge()
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cut_overlays()
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if(loaded.len==0)
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overlays += "inspector_off"
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add_overlay("inspector_off")
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else
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overlays += "inspector_on"
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add_overlay("inspector_on")
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/obj/item/weapon/gun/projectile/revolver/consul/update_icon()
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overlays.Cut()
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update_charge()
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//.357 special ammo
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@@ -11,6 +11,9 @@
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pass_flags = PASSTABLE
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mouse_opacity = 0
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hitsound = 'sound/weapons/pierce.ogg'
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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var/hitsound_wall = null // Played when something hits a wall, or anything else that isn't a mob.
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////TG PROJECTILE SYTSEM
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@@ -49,6 +52,7 @@
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var/datum/beam_components_cache/beam_components
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//Fancy hitscan lighting effects!
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light_on = TRUE
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var/hitscan_light_intensity = 1.5
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var/hitscan_light_range = 0.75
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var/hitscan_light_color_override
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