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CHOMPStation2/code/modules/mob/animations.dm
Arokha Sieyes 15fbac6ef1 Revert to old_x and old_y after attack animations
Does not use initial(pixel_x) and initial(pixel_y) for 'finishing' attack animations, so that mobs can have old_x and old_y updated to reflect a natural pixel offset (e.g. for mobs that are longer/taller than 32x32 and are nudged to fit into a tile).

For example, we have a 32x64 cyborg module which sets pixel_x, pixel_y, old_x, and old_y when selected, however attacking with it resets it to 0 as this doesn't respect old_x and old_y like all other mob anims do (see floating, etc).

Also why define this on atom and then literally never use it on anything other than a mob, in the... mob/animations.dm file?

_Sorry to keep making QOL PRs. I promise I'll send something cool eventually._
2016-05-16 17:02:12 -04:00

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/*
adds a dizziness amount to a mob
use this rather than directly changing var/dizziness
since this ensures that the dizzy_process proc is started
currently only humans get dizzy
value of dizziness ranges from 0 to 1000
below 100 is not dizzy
*/
/mob/var/dizziness = 0//Carbon
/mob/var/is_dizzy = 0
/mob/proc/make_dizzy(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
dizziness = min(1000, dizziness + amount) // store what will be new value
// clamped to max 1000
if(dizziness > 100 && !is_dizzy)
spawn(0)
dizzy_process()
/*
dizzy process - wiggles the client's pixel offset over time
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
note dizziness decrements automatically in the mob's Life() proc.
*/
/mob/proc/dizzy_process()
is_dizzy = 1
while(dizziness > 100)
if(client)
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_dizzy = 0
if(client)
client.pixel_x = 0
client.pixel_y = 0
// jitteriness - copy+paste of dizziness
/mob/var/is_jittery = 0
/mob/var/jitteriness = 0//Carbon
/mob/proc/make_jittery(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
jitteriness = min(1000, jitteriness + amount) // store what will be new value
// clamped to max 1000
if(jitteriness > 100 && !is_jittery)
spawn(0)
jittery_process()
// 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.
/mob/proc/jittery_process()
//var/old_x = pixel_x
//var/old_y = pixel_y
is_jittery = 1
while(jitteriness > 100)
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
var/amplitude = min(4, jitteriness / 100)
pixel_x = old_x + rand(-amplitude, amplitude)
pixel_y = old_y + rand(-amplitude/3, amplitude/3)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_jittery = 0
pixel_x = old_x
pixel_y = old_y
//handles up-down floaty effect in space and zero-gravity
/mob/var/is_floating = 0
/mob/var/floatiness = 0
/mob/proc/update_floating(var/dense_object=0)
if(anchored||buckled)
make_floating(0)
return
var/turf/turf = get_turf(src)
if(!istype(turf,/turf/space))
var/area/A = turf.loc
if(istype(A) && A.has_gravity)
make_floating(0)
return
else if (Check_Shoegrip())
make_floating(0)
return
else
make_floating(1)
return
if(dense_object && Check_Shoegrip())
make_floating(0)
return
make_floating(1)
return
/mob/proc/make_floating(var/n)
if(buckled)
if(is_floating)
stop_floating()
return
floatiness = n
if(floatiness && !is_floating)
start_floating()
else if(!floatiness && is_floating)
stop_floating()
/mob/proc/start_floating()
is_floating = 1
var/amplitude = 2 //maximum displacement from original position
var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
var/top = old_y + amplitude
var/bottom = old_y - amplitude
var/half_period = period / 2
var/quarter_period = period / 4
animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
/mob/proc/stop_floating()
animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
//reset the pixel offsets to zero
is_floating = 0
/mob/proc/do_attack_animation(mob/M)
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/direction = get_dir(src, M)
switch(direction)
if(NORTH)
pixel_y_diff = 8
if(SOUTH)
pixel_y_diff = -8
if(EAST)
pixel_x_diff = 8
if(WEST)
pixel_x_diff = -8
if(NORTHEAST)
pixel_x_diff = 8
pixel_y_diff = 8
if(NORTHWEST)
pixel_x_diff = -8
pixel_y_diff = 8
if(SOUTHEAST)
pixel_x_diff = 8
pixel_y_diff = -8
if(SOUTHWEST)
pixel_x_diff = -8
pixel_y_diff = -8
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = old_x, pixel_y = old_y, time = 2)
/mob/do_attack_animation(atom/A)
..()
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.
/mob/proc/spin(spintime, speed)
spawn()
var/D = dir
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
set_dir(D)
spintime -= speed
return