Implemented Tobba's new lighting system. This grants some infrastructure to allow for colored light sources. It should also, theoretically, but more efficient.

Created a quick variable to let projectiles automatically illuminate.

Implemented some of Ausops' sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2012-06-29 03:43:30 +00:00
parent 3710c741a7
commit 9a7675ce5a
13 changed files with 285 additions and 647 deletions

View File

@@ -7,6 +7,11 @@
flag = "laser"
eyeblur = 2
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
/obj/item/projectile/practice
name = "laser"
icon_state = "laser"
@@ -16,33 +21,59 @@
flag = "laser"
eyeblur = 2
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.8
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 30
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.7
sd_ColorRed = 0.1
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
glowstr = 4
sd_ColorBlue = 0.9
sd_ColorGreen = 0.2
sd_ColorRed = 0.1
/obj/item/projectile/beam/deathlaser
name = "death laser"
icon_state = "heavylaser"
damage = 60
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.8
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
glowstr = 4
sd_ColorBlue = 0.1
sd_ColorGreen = 0.7
sd_ColorRed = 0.2
/obj/item/projectile/bluetag
name = "lasertag beam"
@@ -52,6 +83,11 @@
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.7
sd_ColorGreen = 0.1
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
@@ -67,6 +103,11 @@
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.1
sd_ColorRed = 0.7
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
@@ -82,6 +123,11 @@
damage_type = BURN
flag = "laser"
glowstr = 3
sd_ColorBlue = 0.9
sd_ColorGreen = 0.3
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target

View File

@@ -6,6 +6,11 @@
nodamage = 1
flag = "energy"
glowstr = 3
sd_ColorBlue = 0.9
sd_ColorGreen = 0.3
sd_ColorRed = 0.1
on_hit(var/atom/change)
wabbajack(change)

View File

@@ -14,6 +14,11 @@
weaken = 10
stutter = 10
glowstr = 2
sd_ColorBlue = 0.1
sd_ColorGreen = 0.5
sd_ColorRed = 0.5
/obj/item/projectile/energy/declone
name = "declown"
@@ -22,6 +27,11 @@
damage_type = CLONE
irradiate = 40
glowstr = 3
sd_ColorBlue = 0.1
sd_ColorGreen = 0.5
sd_ColorRed = 0.1
/obj/item/projectile/energy/dart
name = "dart"

View File

@@ -6,6 +6,10 @@
nodamage = 1
flag = "energy"
glowstr = 3
sd_ColorBlue = 0.9
sd_ColorGreen = 0.3
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
@@ -32,6 +36,11 @@
flag = "energy"
var/temperature = 300
glowstr = 3
sd_ColorBlue = 0.9
sd_ColorGreen = 0.3
sd_ColorRed = 0.1
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
if(istype(target, /mob/living))