mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-24 00:57:05 +01:00
@@ -0,0 +1,32 @@
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/obj/effect/particle_effect
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name = "particle effect"
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pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GRILLE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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/datum/effect_system
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/setup = 0
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/datum/effect_system/Destroy()
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holder = null
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location = null
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return..()
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/datum/effect_system/proc/set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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setup = 1
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/datum/effect_system/proc/attach(atom/atom)
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holder = atom
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/datum/effect_system/proc/start()
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@@ -0,0 +1,430 @@
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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density = 0
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/datum/effect_system/steam_spread
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/datum/effect_system/steam_spread/set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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/datum/effect_system/steam_spread/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/particle_effect/steam/steam = new /obj/effect/particle_effect/steam(src.location)
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var/direction
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if(src.cardinals)
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direction = pick(GLOB.cardinal)
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else
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direction = pick(GLOB.alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(steam,direction)
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spawn(20)
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qdel(steam)
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/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optinally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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var/time_to_live = 100
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/particle_effect/smoke/Initialize(mapload)
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. = ..()
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if(time_to_live)
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QDEL_IN(src, time_to_live)
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/obj/effect/particle_effect/smoke/Crossed(mob/living/carbon/M as mob )
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if(M.is_incorporeal())
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return
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..()
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if(istype(M))
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affect(M)
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/obj/effect/particle_effect/smoke/proc/affect(var/mob/living/carbon/M)
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if (!istype(M))
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return 0
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if(M.wear_mask && (M.wear_mask.clothing_flags & ALLOWINTERNALS))
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return 0
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.head && (H.head.clothing_flags & ALLOWINTERNALS))
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return 0
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return 1
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/obj/effect/particle_effect/smoke/illumination
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name = "illumination"
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opacity = 0
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icon = 'icons/effects/effects.dmi'
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icon_state = "sparks"
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/obj/effect/particle_effect/smoke/illumination/Initialize(mapload, lifetime = 10, range, power, color)
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time_to_live=lifetime
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. = ..(mapload)
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set_light(range, power, color)
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/obj/effect/particle_effect/smoke/bad
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time_to_live = 600
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/obj/effect/particle_effect/smoke/bad/Move()
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..()
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for(var/mob/living/L in get_turf(src))
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affect(L)
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/obj/effect/particle_effect/smoke/bad/affect(var/mob/living/L)
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if (!..())
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return 0
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if(L.needs_to_breathe())
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L.adjustOxyLoss(1)
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if(prob(25))
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L.emote("cough")
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/obj/effect/particle_effect/smoke/elemental
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name = "cloud"
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desc = "A cloud of some kind that seems really generic and boring."
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opacity = FALSE
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var/strength = 5 // How much damage to do inside each affect()
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/obj/effect/particle_effect/smoke/elemental/Initialize(mapload)
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/particle_effect/smoke/elemental/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/particle_effect/smoke/elemental/Move()
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..()
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for(var/mob/living/L in range(1, src))
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affect(L)
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/obj/effect/particle_effect/smoke/elemental/process(delta_time)
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for(var/mob/living/L in range(1, src))
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affect(L)
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/obj/effect/particle_effect/smoke/elemental/fire
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name = "burning cloud"
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desc = "A cloud of something that is on fire."
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color = "#FF9933"
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light_color = "#FF0000"
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light_range = 2
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light_power = 5
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/obj/effect/particle_effect/smoke/elemental/fire/affect(mob/living/L)
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L.inflict_heat_damage(strength)
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L.add_modifier(/datum/modifier/fire, 6 SECONDS) // Around 15 damage per stack.
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/obj/effect/particle_effect/smoke/elemental/frost
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name = "freezing cloud"
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desc = "A cloud filled with brutally cold mist."
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color = "#00CCFF"
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/obj/effect/particle_effect/smoke/elemental/frost/affect(mob/living/L)
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L.inflict_cold_damage(strength)
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/obj/effect/particle_effect/smoke/elemental/shock
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name = "charged cloud"
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desc = "A cloud charged with electricity."
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color = "#4D4D4D"
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/obj/effect/particle_effect/smoke/elemental/shock/affect(mob/living/L)
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L.inflict_shock_damage_legacy(strength)
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/obj/effect/particle_effect/smoke/elemental/mist
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name = "misty cloud"
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desc = "A cloud filled with water vapor."
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color = "#CCFFFF"
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alpha = 128
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strength = 1
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/obj/effect/particle_effect/smoke/elemental/mist/affect(mob/living/L)
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L.water_act(strength)
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/////////////////////////////////////////////
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// Smoke spread
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/////////////////////////////////////////////
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/datum/effect_system/smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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var/smoke_type = /obj/effect/particle_effect/smoke
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/datum/effect_system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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/datum/effect_system/smoke_spread/start(var/I)
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/particle_effect/smoke/smoke = new smoke_type(src.location)
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src.total_smoke++
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if(I)
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smoke.color = I
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(GLOB.cardinal)
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else
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direction = pick(GLOB.alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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if(QDELETED(smoke))
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break
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step(smoke,direction)
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spawn(smoke.time_to_live*0.75+rand(10,30))
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if (smoke)
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qdel(smoke)
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src.total_smoke--
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/datum/effect_system/smoke_spread/bad
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smoke_type = /obj/effect/particle_effect/smoke/bad
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/datum/effect_system/smoke_spread/fire
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smoke_type = /obj/effect/particle_effect/smoke/elemental/fire
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/datum/effect_system/smoke_spread/frost
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smoke_type = /obj/effect/particle_effect/smoke/elemental/frost
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/datum/effect_system/smoke_spread/shock
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smoke_type = /obj/effect/particle_effect/smoke/elemental/shock
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/datum/effect_system/smoke_spread/mist
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smoke_type = /obj/effect/particle_effect/smoke/elemental/mist
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/////////////////////////////////////////////
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//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
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/// just pass in the object to attach it to in set_up
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/// Then do start() to start it and stop() to stop it, obviously
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/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
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/////////////////////////////////////////////
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/obj/effect/particle_effect/ion_trails
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name = "ion trails"
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icon_state = "ion_trails"
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anchored = 1.0
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/datum/effect_system/ion_trail_follow
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var/turf/oldposition
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var/on = TRUE
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/datum/effect_system/ion_trail_follow/Destroy()
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stop()
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return ..()
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/datum/effect_system/ion_trail_follow/set_up(atom/atom)
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attach(atom)
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oldposition = get_turf(atom)
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/datum/effect_system/ion_trail_follow/start()
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if(on)
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return
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if(!ismovable(holder))
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return
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START_PROCESSING(SSprocess_5fps, src)
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on = TRUE
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/datum/effect_system/ion_trail_follow/process(wait)
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var/turf/current = get_turf(holder)
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if(current != oldposition)
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if(isturf(current))
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var/obj/effect/particle_effect/ion_trails/I = new /obj/effect/particle_effect/ion_trails(oldposition)
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oldposition = current
|
||||
I.setDir(src.holder.dir)
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||||
flick("ion_fade", I)
|
||||
I.icon_state = null
|
||||
QDEL_IN(I, 20)
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||||
/datum/effect_system/ion_trail_follow/proc/stop()
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||||
if(!on)
|
||||
return
|
||||
oldposition = null
|
||||
on = FALSE
|
||||
STOP_PROCESSING(SSprocess_5fps, src)
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||||
/////////////////////////////////////////////
|
||||
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
|
||||
// even if it's carried of thrown.
|
||||
/////////////////////////////////////////////
|
||||
|
||||
/datum/effect_system/steam_trail_follow
|
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var/turf/oldposition
|
||||
var/processing = 1
|
||||
var/on = 1
|
||||
|
||||
/datum/effect_system/steam_trail_follow/set_up(atom/atom)
|
||||
attach(atom)
|
||||
oldposition = get_turf(atom)
|
||||
|
||||
/datum/effect_system/steam_trail_follow/start()
|
||||
if(!src.on)
|
||||
src.on = 1
|
||||
src.processing = 1
|
||||
if(src.processing)
|
||||
src.processing = 0
|
||||
spawn(0)
|
||||
if(src.number < 3)
|
||||
var/obj/effect/particle_effect/steam/I = new /obj/effect/particle_effect/steam(src.oldposition)
|
||||
src.number++
|
||||
src.oldposition = get_turf(holder)
|
||||
I.setDir(src.holder.dir)
|
||||
spawn(10)
|
||||
qdel(I)
|
||||
src.number--
|
||||
spawn(2)
|
||||
if(src.on)
|
||||
src.processing = 1
|
||||
src.start()
|
||||
else
|
||||
spawn(2)
|
||||
if(src.on)
|
||||
src.processing = 1
|
||||
src.start()
|
||||
|
||||
/datum/effect_system/steam_trail_follow/proc/stop()
|
||||
src.processing = 0
|
||||
src.on = 0
|
||||
|
||||
/datum/effect_system/reagents_explosion
|
||||
/// TNT equivalent.
|
||||
var/amount
|
||||
/// Does explosion creates flash effect?
|
||||
var/flashing = 0
|
||||
/// Factor of how powerful the flash effect relatively to the explosion.
|
||||
var/flashing_factor = 0
|
||||
|
||||
/datum/effect_system/reagents_explosion/set_up (amt, loc, flash = 0, flash_fact = 0)
|
||||
amount = amt
|
||||
if(istype(loc, /turf/))
|
||||
location = loc
|
||||
else
|
||||
location = get_turf(loc)
|
||||
|
||||
flashing = flash
|
||||
flashing_factor = flash_fact
|
||||
|
||||
return
|
||||
|
||||
/datum/effect_system/reagents_explosion/start()
|
||||
if (amount <= 2)
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread()
|
||||
s.set_up(2, 1, location)
|
||||
s.start()
|
||||
|
||||
for(var/mob/M in viewers(5, location))
|
||||
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
|
||||
for(var/mob/M in viewers(1, location))
|
||||
if (prob (50 * amount))
|
||||
to_chat(M, "<span class='warning'>The explosion knocks you down.</span>")
|
||||
M.afflict_paralyze(20 * rand(1,5))
|
||||
return
|
||||
else
|
||||
var/devst = -1
|
||||
var/heavy = -1
|
||||
var/light = -1
|
||||
var/flash = -1
|
||||
|
||||
// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
|
||||
if (round(amount/12) > 0)
|
||||
devst = devst + amount/12
|
||||
|
||||
if (round(amount/6) > 0)
|
||||
heavy = heavy + amount/6
|
||||
|
||||
if (round(amount/3) > 0)
|
||||
light = light + amount/3
|
||||
|
||||
if (flashing && flashing_factor)
|
||||
flash = (amount/4) * flashing_factor
|
||||
|
||||
for(var/mob/M in viewers(8, location))
|
||||
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
|
||||
|
||||
explosion(
|
||||
location,
|
||||
round(min(devst, BOMBCAP_DVSTN_RADIUS)),
|
||||
round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
|
||||
round(min(light, BOMBCAP_LIGHT_RADIUS)),
|
||||
round(min(flash, BOMBCAP_FLASH_RADIUS)),
|
||||
)
|
||||
|
||||
/obj/effect/teleport_greyscale
|
||||
name = "teleportation"
|
||||
icon_state = "teleport_greyscale"
|
||||
anchored = 1
|
||||
mouse_opacity = 0
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
|
||||
/obj/effect/teleport_greyscale/Initialize(mapload)
|
||||
. = ..()
|
||||
QDEL_IN(src, 2 SECONDS)
|
||||
|
||||
/datum/effect_system/teleport_greyscale
|
||||
var/color = "#FFFFFF"
|
||||
|
||||
/datum/effect_system/teleport_greyscale/set_up(cl, loca)
|
||||
if(istype(loca, /turf/))
|
||||
location = loca
|
||||
else
|
||||
location = get_turf(loca)
|
||||
color = cl
|
||||
|
||||
/datum/effect_system/teleport_greyscale/start()
|
||||
var/obj/effect/teleport_greyscale/tele = new /obj/effect/teleport_greyscale(src.location)
|
||||
tele.color = color
|
||||
@@ -0,0 +1,87 @@
|
||||
/////////////////////////////////////////////
|
||||
//SPARK SYSTEM (like steam system)
|
||||
// The attach(atom/atom) proc is optional, and can be called to attach the effect
|
||||
// to something, like the RCD, so then you can just call start() and the sparks
|
||||
// will always spawn at the items location.
|
||||
/////////////////////////////////////////////
|
||||
|
||||
/obj/effect/particle_effect/sparks
|
||||
name = "sparks"
|
||||
icon_state = "sparks"
|
||||
anchored = TRUE
|
||||
light_range = 1.5
|
||||
light_power = 0.8
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
var/amount = 6.0
|
||||
|
||||
/obj/effect/particle_effect/sparks/Initialize(mapload)
|
||||
..()
|
||||
return INITIALIZE_HINT_LATELOAD
|
||||
|
||||
/obj/effect/particle_effect/sparks/LateInitialize()
|
||||
flick(icon_state, src)
|
||||
playsound(src, /datum/soundbyte/sparks, 100, 1)
|
||||
var/turf/location = loc
|
||||
if(isturf(location))
|
||||
affect_location(location, just_initialized = TRUE)
|
||||
QDEL_IN(src, 2 SECONDS)
|
||||
|
||||
/obj/effect/particle_effect/sparks/Destroy()
|
||||
var/turf/location = loc
|
||||
if(isturf(location))
|
||||
affect_location(location)
|
||||
return ..()
|
||||
|
||||
/obj/effect/particle_effect/sparks/Move()
|
||||
..()
|
||||
var/turf/location = loc
|
||||
if(isturf(location))
|
||||
affect_location(location)
|
||||
|
||||
/*
|
||||
* Apply the effects of this spark to its location.
|
||||
*
|
||||
* When the spark is first created, Cross() and Crossed() don't get called,
|
||||
* so for the first initialization, we make sure to specifically invoke the
|
||||
* behavior of the spark on all the mobs and objects in the location.
|
||||
* turf/location - The place the spark is affectiong
|
||||
* just_initialized - If the spark is just being created, and we need to manually affect everything in the location
|
||||
*/
|
||||
/obj/effect/particle_effect/sparks/proc/affect_location(turf/location, just_initialized = FALSE)
|
||||
location.hotspot_expose(1000,100)
|
||||
// SEND_SIGNAL(location, COMSIG_ATOM_TOUCHED_SPARKS, src) // for plasma floors; other floor types only have to worry about the mysterious HAZARDOUS sparks
|
||||
|
||||
/datum/effect_system/spark_spread
|
||||
var/total_sparks = 0 // To stop it being spammed and lagging!
|
||||
|
||||
/datum/effect_system/spark_spread/set_up(n = 3, c = 0, loca)
|
||||
if(n > 10)
|
||||
n = 10
|
||||
number = n
|
||||
cardinals = c
|
||||
if(istype(loca, /turf/))
|
||||
location = loca
|
||||
else
|
||||
location = get_turf(loca)
|
||||
|
||||
/datum/effect_system/spark_spread/start()
|
||||
var/i = 0
|
||||
for(i=0, i<src.number, i++)
|
||||
if(src.total_sparks > 20)
|
||||
return
|
||||
spawn(0)
|
||||
if(holder)
|
||||
src.location = get_turf(holder)
|
||||
var/obj/effect/particle_effect/sparks/sparks = new /obj/effect/particle_effect/sparks(src.location)
|
||||
src.total_sparks++
|
||||
var/direction
|
||||
if(src.cardinals)
|
||||
direction = pick(GLOB.cardinal)
|
||||
else
|
||||
direction = pick(GLOB.alldirs)
|
||||
for(i=0, i<pick(1,2,3), i++)
|
||||
sleep(5)
|
||||
if(isloc(sparks.loc) && !QDELETED(sparks))
|
||||
step(sparks,direction)
|
||||
spawn(20)
|
||||
src.total_sparks--
|
||||
Reference in New Issue
Block a user