mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
154 lines
4.4 KiB
Plaintext
154 lines
4.4 KiB
Plaintext
//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/items.dmi'
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icon_state = "strangepresent"
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density = TRUE
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anchored = FALSE
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/obj/effect/temporary_effect
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name = "self deleting effect"
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desc = "How are you examining what which cannot be seen?"
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icon = 'icons/effects/effects.dmi'
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invisibility = INVISIBILITY_NONE
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var/time_to_die = 10 SECONDS // Afer which, it will delete itself.
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/obj/effect/temporary_effect/Initialize(mapload)
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. = ..()
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if(time_to_die)
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QDEL_IN(src, time_to_die)
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// Shown really briefly when attacking with axes.
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/obj/effect/temporary_effect/cleave_attack
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name = "cleaving attack"
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desc = "Something swinging really wide."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "cleave"
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plane = ABOVE_MOB_PLANE
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layer = ABOVE_MOB_LAYER
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time_to_die = 6
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alpha = 140
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mouse_opacity = 0
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pixel_x = -32
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pixel_y = -32
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/obj/effect/temporary_effect/cleave_attack/Initialize(mapload) // Makes the slash fade smoothly. When completely transparent it should qdel itself.
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. = ..()
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animate(src, alpha = 0, time = time_to_die - 1)
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/obj/effect/temporary_effect/shuttle_landing
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name = "shuttle landing"
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desc = "You better move if you don't want to go splat!"
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//VOREStation Edit Start
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icon = 'icons/goonstation/featherzone.dmi'
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icon_state = "hazard-corners"
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time_to_die = 5 SECONDS
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plane = PLANE_LIGHTING_ABOVE
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//VOREStation Edit End
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// The manifestation of Zeus's might. Or just a really unlucky day.
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// This is purely a visual effect, this isn't the part of the code that hurts things.
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/obj/effect/temporary_effect/lightning_strike
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name = "lightning"
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desc = "How <i>shocked</i> you must be, to see this text. You must have <i>lightning</i> reflexes. \
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The humor in this description is just so <i>electrifying</i>."
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icon = 'icons/effects/96x256.dmi'
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icon_state = "lightning_strike"
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plane = PLANE_LIGHTING_ABOVE
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time_to_die = 1 SECOND
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pixel_x = -32
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/obj/effect/temporary_effect/lightning_strike/Initialize(mapload)
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icon_state += "[rand(1,2)]" // To have two variants of lightning sprites.
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animate(src, alpha = 0, time = time_to_die - 1)
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. = ..()
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/obj/effect/dummy/lighting_obj
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name = "lighting fx obj"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_system = MOVABLE_LIGHT
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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light_color = COLOR_WHITE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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light_on = TRUE
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blocks_emissive = FALSE
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/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
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. = ..()
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if(!isnull(_range))
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set_light_range(_range)
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if(!isnull(_power))
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set_light_power(_power)
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if(!isnull(_color))
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set_light_color(_color)
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if(_duration)
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QDEL_IN(src, _duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting fx"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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/obj/effect/dummy/lighting_obj/moblight/fire
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name = "fire"
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light_color = LIGHT_COLOR_FIRE
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light_range = LIGHT_RANGE_FIRE
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/obj/effect/abstract
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = ABOVE_MOB_PLANE
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/obj/effect/abstract/light_spot
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icon = 'icons/effects/eris_flashlight.dmi'
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icon_state = "medium"
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pixel_x = -16
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pixel_y = -16
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/obj/effect/abstract/directional_lighting
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var/obj/effect/abstract/light_spot/light_spot
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var/trans_angle
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var/icon_dist
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/obj/effect/abstract/directional_lighting/Initialize(mapload)
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light_spot = new
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. = ..()
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vis_contents += light_spot
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/obj/effect/abstract/directional_lighting/proc/face_light(atom/movable/source, angle, distance)
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if(!loc) // We're in nullspace
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return
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// Save ourselves some matrix math
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if(angle != trans_angle)
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trans_angle = angle
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// Doing this in one operation (tn = turn(initial(tn), angle)) has strange results...
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light_spot.transform = initial(light_spot.transform)
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light_spot.transform = turn(light_spot.transform, angle)
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if(icon_dist != distance)
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icon_dist = distance
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switch(distance)
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if(0)
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light_spot.icon_state = "vclose"
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if(1)
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light_spot.icon_state = "close"
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if(2)
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light_spot.icon_state = "medium"
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if(3 to INFINITY)
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light_spot.icon_state = "far"
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/obj/effect/abstract/directional_lighting/Destroy(force)
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if(!force)
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stack_trace("Directional light atom deleted, but not by our component")
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return QDEL_HINT_LETMELIVE
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vis_contents.Cut()
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QDEL_NULL(light_spot)
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return ..()
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