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https://github.com/CHOMPStation2/CHOMPStation2.git
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Moves mob animations to a new source file, adds attack animation
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164
code/modules/mob/animations.dm
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164
code/modules/mob/animations.dm
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/*
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adds a dizziness amount to a mob
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use this rather than directly changing var/dizziness
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since this ensures that the dizzy_process proc is started
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currently only humans get dizzy
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value of dizziness ranges from 0 to 1000
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below 100 is not dizzy
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*/
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/mob/var/dizziness = 0//Carbon
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/mob/var/is_dizzy = 0
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/mob/proc/make_dizzy(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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dizziness = min(1000, dizziness + amount) // store what will be new value
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// clamped to max 1000
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if(dizziness > 100 && !is_dizzy)
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spawn(0)
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dizzy_process()
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/*
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dizzy process - wiggles the client's pixel offset over time
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spawned from make_dizzy(), will terminate automatically when dizziness gets <100
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note dizziness decrements automatically in the mob's Life() proc.
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*/
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/mob/proc/dizzy_process()
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is_dizzy = 1
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while(dizziness > 100)
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if(client)
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var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
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client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
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client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_dizzy = 0
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if(client)
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client.pixel_x = 0
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client.pixel_y = 0
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// jitteriness - copy+paste of dizziness
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/mob/var/is_jittery = 0
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/mob/var/jitteriness = 0//Carbon
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/mob/proc/make_jittery(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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jitteriness = min(1000, jitteriness + amount) // store what will be new value
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// clamped to max 1000
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if(jitteriness > 100 && !is_jittery)
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spawn(0)
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jittery_process()
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// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
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/mob/proc/jittery_process()
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//var/old_x = pixel_x
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//var/old_y = pixel_y
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is_jittery = 1
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while(jitteriness > 100)
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// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
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// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
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// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
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var/amplitude = min(4, jitteriness / 100)
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pixel_x = old_x + rand(-amplitude, amplitude)
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pixel_y = old_y + rand(-amplitude/3, amplitude/3)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_jittery = 0
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pixel_x = old_x
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pixel_y = old_y
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//handles up-down floaty effect in space
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/mob/var/is_floating = 0
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/mob/var/floatiness = 0
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/mob/proc/make_floating(var/n)
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floatiness = n
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if(floatiness && !is_floating)
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start_floating()
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else if(!floatiness && is_floating)
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stop_floating()
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/mob/proc/start_floating()
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is_floating = 1
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var/amplitude = 2 //maximum displacement from original position
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var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
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var/top = old_y + amplitude
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var/bottom = old_y - amplitude
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var/half_period = period / 2
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var/quarter_period = period / 4
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animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
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animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
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animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
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/mob/proc/stop_floating()
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animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
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//reset the pixel offsets to zero
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is_floating = 0
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/atom/movable/proc/do_attack_animation(atom/A)
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world << "[src].do_attack_animation([A])"
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var/pixel_x_diff = 0
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var/pixel_y_diff = 0
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var/direction = get_dir(src, A)
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switch(direction)
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if(NORTH)
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pixel_y_diff = 8
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if(SOUTH)
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pixel_y_diff = -8
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if(EAST)
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pixel_x_diff = 8
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if(WEST)
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pixel_x_diff = -8
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if(NORTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = 8
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if(NORTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = 8
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if(SOUTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = -8
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if(SOUTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = -8
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
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/mob/do_attack_animation(atom/A)
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..()
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is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/mob/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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set_dir(D)
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spintime -= speed
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return
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