//Beam Datum and effect /datum/beam var/atom/origin = null var/atom/target = null var/list/elements = list() var/icon/base_icon = null var/icon var/icon_state = "" //icon state of the main segments of the beam var/beam_color = null // Color of the beam segments var/max_distance = 0 var/endtime = 0 var/sleep_time = 3 var/finished = 0 var/target_oldloc = null var/origin_oldloc = null var/static_beam = 0 var/beam_type = /obj/effect/ebeam //must be subtype /datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam,beam_sleep_time=3,new_beam_color = null) endtime = world.time+time origin = beam_origin origin_oldloc = get_turf(origin) target = beam_target target_oldloc = get_turf(target) sleep_time = beam_sleep_time if(origin_oldloc == origin && target_oldloc == target) static_beam = 1 max_distance = maxdistance base_icon = new(beam_icon,beam_icon_state) icon = beam_icon icon_state = beam_icon_state if(new_beam_color) beam_color = new_beam_color beam_type = btype /datum/beam/proc/Start() Draw() while(!finished && origin && target && world.time < endtime && get_dist(origin,target)length) var/icon/II = new(icon, icon_state) II.DrawBox(null,1,(length-N),32,32) X.icon = II else X.icon = base_icon X.transform = rot_matrix //Calculate pixel offsets (If necessary) var/Pixel_x var/Pixel_y if(DX == 0) Pixel_x = 0 else Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32) if(DY == 0) Pixel_y = 0 else Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32) //Position the effect so the beam is one continous line var/a if(abs(Pixel_x)>32) a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1) X.x += a Pixel_x %= 32 if(abs(Pixel_y)>32) a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1) X.y += a Pixel_y %= 32 X.pixel_x = Pixel_x X.pixel_y = Pixel_y X.on_drawn() /obj/effect/ebeam mouse_opacity = 0 anchored = TRUE var/datum/beam/owner /obj/effect/ebeam/Destroy() owner = null return ..() /obj/effect/ebeam/singularity_pull() return /obj/effect/ebeam/singularity_act() return // Called when the beam datum finishes drawing and the ebeam object is placed correctly. /obj/effect/ebeam/proc/on_drawn() return /obj/effect/ebeam/deadly/Crossed(atom/A) if(A.is_incorporeal()) return ..() A.ex_act(1) // 'Reactive' beam parts do something when touched or stood in. /obj/effect/ebeam/reactive /obj/effect/ebeam/reactive/Initialize(mapload) START_PROCESSING(SSobj, src) return ..() /obj/effect/ebeam/reactive/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/effect/ebeam/reactive/on_drawn() for(var/A in loc) on_contact(A) /obj/effect/ebeam/reactive/Crossed(atom/A) if(A.is_incorporeal()) return ..() on_contact(A) /obj/effect/ebeam/reactive/process() for(var/A in loc) on_contact(A) // Override for things to do when someone touches the beam. /obj/effect/ebeam/reactive/proc/on_contact(atom/movable/AM) return // Shocks things that touch it. /obj/effect/ebeam/reactive/electric var/shock_amount = 25 // Be aware that high numbers may stun and result in dying due to not being able to get out of the beam. /obj/effect/ebeam/reactive/electric/on_contact(atom/movable/AM) if(isliving(AM)) var/mob/living/L = AM L.inflict_shock_damage(shock_amount) /atom/proc/Beam(atom/BeamTarget, icon_state="b_beam", icon='icons/effects/beam.dmi', time=50, maxdistance=10, beam_type=/obj/effect/ebeam, beam_sleep_time=3, beam_color = null) var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time,beam_color) spawn(0) newbeam.Start() return newbeam