Hallucination Refactor

This commit is contained in:
Tails2091
2018-08-22 20:10:42 -04:00
parent 0d07d87421
commit 3900244db0
+23 -22
View File
@@ -36,7 +36,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
handling_hal = 1
while(hallucination > 20)
sleep(rand(200, 500) / (hallucination / 25))
sleep(rand(200, 500) / (hallucination * 0.04))
if(prob(20))
continue
var/list/current = list()
@@ -253,7 +253,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
break
if(pump)
borer = new(pump.loc,target)
for(var/i=0, i<11, i++)
for(var/i in 0 to 10)
walk_to(borer, get_step(borer, get_cardinal_dir(borer, T)))
if(borer.Adjacent(T))
to_chat(T, "<span class='userdanger'>You feel a creeping, horrible sense of dread come over you, freezing your limbs and setting your heart racing.</span>")
@@ -331,10 +331,10 @@ Gunshots/explosions/opening doors/less rare audio (done)
target = T
var/turf/start = get_turf(T)
var/screen_border = pick(cardinal)
for(var/i = 0,i<11,i++)
for(var/i in 0 to 10)
start = get_step(start, screen_border)
s = new(start,target)
for(var/i = 0,i<11,i++)
for(var/i in 0 to 10)
sleep(5)
s.loc = get_step(get_turf(s), get_dir(s, target))
s.Show()
@@ -359,10 +359,10 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/effect/hallucination/battle/New(loc, mob/living/carbon/T)
target = T
var/hits = rand(3,6)
var/hits = rand(2,5)
switch(rand(1,5))
if(1) //Laser fight
for(var/i=0,i<hits,i++)
for(var/i in 0 to hits)
target.playsound_local(null, 'sound/weapons/Laser.ogg', 25, 1)
if(prob(75))
addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/sear.ogg', 25, 1), rand(10,20))
@@ -372,13 +372,13 @@ Gunshots/explosions/opening doors/less rare audio (done)
target.playsound_local(null, get_sfx("bodyfall"), 25)
if(2) //Esword fight
target.playsound_local(null, 'sound/weapons/saberon.ogg', 15, 1)
for(var/i=0,i<hits,i++)
for(var/i in 0 to hits)
target.playsound_local(null, 'sound/weapons/blade1.ogg', 25, 1)
sleep(rand(CLICK_CD_MELEE, CLICK_CD_MELEE + 8))
target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
target.playsound_local(null, 'sound/weapons/saberoff.ogg', 15, 1)
if(3) //Gun fight
for(var/i=0,i<hits,i++)
for(var/i in 0 to hits)
target.playsound_local(null, get_sfx("gunshot"), 25)
if(prob(75))
addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/pierce.ogg', 25, 1), rand(10,20))
@@ -392,7 +392,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
sleep(20)
target.playsound_local(null, 'sound/weapons/cablecuff.ogg', 15, 1)
if(5) // Tick Tock
for(var/i=0,i<hits,i++)
for(var/i in 0 to hits)
target.playsound_local(null, 'sound/items/timer.ogg', 25, 1)
sleep(15)
qdel(src)
@@ -614,18 +614,19 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/effect/fake_attacker/proc/updateimage()
// qdel(src.currentimage)
if(dir == NORTH)
qdel(src.currentimage)
currentimage = new /image(up, src)
else if(dir == SOUTH)
qdel(src.currentimage)
currentimage = new /image(down, src)
else if(dir == EAST)
qdel(src.currentimage)
currentimage = new /image(right, src)
else if(dir == WEST)
qdel(src.currentimage)
currentimage = new /image(left, src)
switch(dir)
if(NORTH)
qdel(src.currentimage)
currentimage = new /image(up, src)
if(SOUTH)
qdel(src.currentimage)
currentimage = new /image(down, src)
if(EAST)
qdel(src.currentimage)
currentimage = new /image(right, src)
if(WEST)
qdel(src.currentimage)
currentimage = new /image(left, src)
my_target << currentimage
@@ -865,7 +866,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
if(16)
playsound_local(null, 'sound/items/Screwdriver.ogg', 15, 1)
sleep(rand(10,30))
for(var/i = rand(1,3), i>0, i--)
for(var/i = rand(1,3), i>0, i--) //Can this be formatted?
playsound_local(null, 'sound/weapons/empty.ogg', 15, 1)
sleep(rand(10,30))
playsound_local(null, 'sound/machines/airlockforced.ogg', 15, 1)