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Refactors beams. Adds tethering. IV drips/bags are now tethered. (#29570)
* refactor * tether * tetherrrs * logic fix (i hope) * ci fix * ok please work
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@@ -82,7 +82,7 @@
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grabbed_atom.add_overlay(kinesis_icon)
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pre_pixel_x = grabbed_atom.pixel_x
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pre_pixel_y = grabbed_atom.pixel_y
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beam.chain = beam.Beam(grabbed_atom, icon_state = "kinesis", icon='icons/effects/beam.dmi', time = 100 SECONDS, maxdistance = 15, beam_type = /obj/effect/ebeam, beam_sleep_time = 3)
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beam.chain = beam.Beam(grabbed_atom, icon_state = "kinesis", icon='icons/effects/beam.dmi', time = 100 SECONDS, maxdistance = 15, beam_type = /obj/effect/ebeam)
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kinesis_catcher = mod.wearer.overlay_fullscreen("kinesis", /atom/movable/screen/fullscreen/stretch/cursor_catcher/kinesis, 0)
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kinesis_catcher.assign_to_mob(mod.wearer)
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soundloop.start()
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@@ -113,8 +113,7 @@
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if(grabbed_atom.pixel_x == kinesis_catcher.given_x - world.icon_size/2 && grabbed_atom.pixel_y == kinesis_catcher.given_y - world.icon_size/2)
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return //spare us redrawing if we are standing still
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animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + kinesis_catcher.given_x - world.icon_size/2, pixel_y = pre_pixel_y + kinesis_catcher.given_y - world.icon_size/2)
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beam.chain.Reset()
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beam.chain.Draw()
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beam.chain.redrawing()
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return
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animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + kinesis_catcher.given_x - world.icon_size/2, pixel_y = pre_pixel_y + kinesis_catcher.given_y - world.icon_size/2)
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var/turf/next_turf = get_step_towards(grabbed_atom, kinesis_catcher.given_turf)
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@@ -137,8 +136,7 @@
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else if(direction & WEST)
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pixel_x_change = -world.icon_size / 2
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animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + pixel_x_change, pixel_y = pre_pixel_y + pixel_y_change) //Not as smooth as I would like, will look into this in the future
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beam.chain.Reset()
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beam.chain.Draw()
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beam.chain.redrawing()
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if(!isitem(grabbed_atom) || !COOLDOWN_FINISHED(src, hit_cooldown))
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return
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var/atom/hitting_atom
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