Merge pull request #9069 from RavingManiac/dev

Muzzle-flash lighting effect for guns
This commit is contained in:
Chinsky
2015-05-06 17:27:21 +03:00
4 changed files with 26 additions and 7 deletions

View File

@@ -57,6 +57,7 @@
var/fire_sound_text = "gunshot"
var/recoil = 0 //screen shake
var/silenced = 0
var/muzzle_flash = 3
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.
var/scoped_accuracy = null
@@ -245,6 +246,12 @@
"You hear a [fire_sound_text]!"
)
if(muzzle_flash)
var/turf/T_user = get_turf(user)
var/turf/T_target = get_turf(target)
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)
I.alpha = 0
if(recoil)
spawn()
shake_camera(user, recoil+1, recoil)

View File

@@ -93,6 +93,12 @@
return suit.cell
return null
/obj/item/weapon/gun/energy/examine(mob/user)
..(user)
var/shots_remaining = round(power_supply.charge / charge_cost)
user << "Has [shots_remaining] shot\s remaining."
return
/obj/item/weapon/gun/energy/update_icon()
if(charge_meter)
var/ratio = power_supply.charge / power_supply.maxcharge

View File

@@ -7,6 +7,7 @@
var/release_force = 0
var/throw_distance = 10
muzzle_flash = 0
fire_sound_text = "a launcher firing"
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.

View File

@@ -0,0 +1,5 @@
author: RavingManiac
delete-after: true
changes:
- rscadd: "Muzzle-flash lighting effect for guns"
- rscadd: "Energy guns now display shots remaining on examine"