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Merge pull request #9069 from RavingManiac/dev
Muzzle-flash lighting effect for guns
This commit is contained in:
@@ -57,6 +57,7 @@
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var/fire_sound_text = "gunshot"
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var/recoil = 0 //screen shake
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var/silenced = 0
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var/muzzle_flash = 3
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var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
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var/scoped_accuracy = null
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@@ -245,6 +246,12 @@
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"You hear a [fire_sound_text]!"
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)
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if(muzzle_flash)
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var/turf/T_user = get_turf(user)
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var/turf/T_target = get_turf(target)
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var/obj/effect/effect/smoke/illumination/I = new /obj/effect/effect/smoke/illumination(get_step(T_user, get_dir(T_user,T_target)), brightness=muzzle_flash, lifetime=8)
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I.alpha = 0
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if(recoil)
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spawn()
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shake_camera(user, recoil+1, recoil)
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@@ -18,7 +18,7 @@
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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@@ -33,7 +33,7 @@
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modifystate = isnull(current_mode.modifystate)? initial(modifystate) : current_mode.modifystate
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charge_cost = isnull(current_mode.charge_cost)? initial(charge_cost) : current_mode.charge_cost
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fire_sound = isnull(current_mode.fire_sound)? initial(fire_sound) : current_mode.fire_sound
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update_icon()
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update_held_icon()
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@@ -60,15 +60,15 @@
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply || power_supply.charge >= power_supply.maxcharge)
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return 0 // check if we actually need to recharge
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if(use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(charge_cost)) //Take power from the borg...
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return 0
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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@@ -93,16 +93,22 @@
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return suit.cell
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return null
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/obj/item/weapon/gun/energy/examine(mob/user)
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..(user)
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var/shots_remaining = round(power_supply.charge / charge_cost)
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user << "Has [shots_remaining] shot\s remaining."
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return
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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@@ -7,6 +7,7 @@
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var/release_force = 0
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var/throw_distance = 10
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muzzle_flash = 0
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fire_sound_text = "a launcher firing"
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//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
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5
html/changelogs/RavingManiac-dev.yml
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5
html/changelogs/RavingManiac-dev.yml
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@@ -0,0 +1,5 @@
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author: RavingManiac
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delete-after: true
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changes:
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- rscadd: "Muzzle-flash lighting effect for guns"
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- rscadd: "Energy guns now display shots remaining on examine"
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