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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Update flashbang FX and code clean-up
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@@ -5,39 +5,51 @@
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origin_tech = "materials=2;combat=3"
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light_power = 10
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light_color = LIGHT_COLOR_WHITE
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var/light_time = 2
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var/range = 7
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var/light_time = 0.2 SECONDS // The duration the area is illuminated
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var/range = 7 // The range in tiles of the flashbang
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/obj/item/grenade/flashbang/prime()
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update_mob()
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var/flashbang_turf = get_turf(src)
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if(!flashbang_turf)
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return
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var/turf/T = get_turf(src)
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if(T)
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// VFX and SFX
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do_sparks(rand(5, 9), FALSE, src)
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playsound(T, 'sound/effects/bang.ogg', 100, TRUE)
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new /obj/effect/dummy/lighting_obj(T, light_color, range + 2, light_power, light_time)
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set_light(7)
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do_sparks(rand(5, 9), FALSE, src)
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playsound(flashbang_turf, 'sound/effects/bang.ogg', 25, 1)
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bang(flashbang_turf, src, range)
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for(var/obj/structure/blob/B in hear(8, flashbang_turf)) //Blob damage here
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var/damage = round(30 / (get_dist(B, get_turf(src)) + 1))
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B.take_damage(damage, BURN, "melee", 0)
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spawn(light_time)
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qdel(src)
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// Stunning & damaging mechanic
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bang(T, src, range)
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qdel(src)
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/**
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* Creates a flashing effect that blinds and deafens mobs within range
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*
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* Also damages blobs
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* Arguments:
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* * T - The turf to flash
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* * A - The flashing atom
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* * range - The range in tiles of the flash
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* * flash - Whether to flash (blind)
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* * bang - Whether to bang (deafen)
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*/
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/proc/bang(turf/T, atom/A, range = 7, flash = TRUE, bang = TRUE)
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// Blob damage
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for(var/obj/structure/blob/B in hear(range + 1, T))
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var/damage = round(30 / (get_dist(B, T) + 1))
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B.take_damage(damage, BURN, "melee", FALSE)
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// Flashing mechanic
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var/source_turf = get_turf(A)
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for(var/mob/living/M in hearers(range, T))
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if(M.stat == DEAD)
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continue
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M.show_message("<span class='warning'>BANG</span>", 2)
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//Checking for protections
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var/ear_safety = M.check_ear_prot()
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var/distance = max(1, get_dist(get_turf(A), get_turf(M)))
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var/distance = max(1, get_dist(source_turf, get_turf(M)))
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var/stun_amount = max(10 / distance, 3)
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//Flash
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// Flash
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if(flash)
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if(M.weakeyes)
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M.visible_message("<span class='disarm'><b>[M]</b> screams and collapses!</span>")
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@@ -49,21 +61,20 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/eyes/E = H.get_int_organ(/obj/item/organ/internal/eyes)
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if(E)
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E.receive_damage(8, 1)
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E.receive_damage(8, TRUE)
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if(M.flash_eyes(affect_silicon = TRUE))
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M.Stun(max(10 / distance, 3))
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M.Weaken(max(10 / distance, 3))
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M.Stun(stun_amount)
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M.Weaken(stun_amount)
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//Bang
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// Bang
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var/ear_safety = M.check_ear_prot()
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if(bang)
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if(!distance || A.loc == M || A.loc == M.loc) //Holding on person or being exactly where lies is significantly more dangerous and voids protection
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if(!distance || A.loc == M || A.loc == M.loc) // Holding on person or being exactly where lies is significantly more dangerous and voids protection
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M.Stun(10)
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M.Weaken(10)
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if(!ear_safety)
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M.Stun(max(10 / distance, 3))
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M.Weaken(max(10 / distance, 3))
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M.Stun(stun_amount)
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M.Weaken(stun_amount)
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M.AdjustEarDamage(rand(0, 5), 15)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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@@ -74,6 +85,5 @@
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if(prob(ears.ear_damage - 5))
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to_chat(M, "<span class='warning'>You can't hear anything!</span>")
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M.BecomeDeaf()
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else
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if(ears.ear_damage >= 5)
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to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
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else if(ears.ear_damage >= 5)
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to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
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