Merge pull request #8331 from uraniummeltdown/effectfiles

Splits effect_system.dm into multiple files and cleans it up, OOP particle effects and effect systems
This commit is contained in:
tigercat2000
2017-11-26 12:35:01 -08:00
committed by GitHub
133 changed files with 1223 additions and 1623 deletions
+1 -1
View File
@@ -33,7 +33,7 @@
/obj/effect/anomaly/proc/anomalyNeutralize()
var/turf/T = get_turf(src)
new /obj/effect/effect/bad_smoke(T)
new /obj/effect/particle_effect/smoke/bad(T)
if(aSignal)
aSignal.forceMove(T)
@@ -29,7 +29,7 @@
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
streak.update_icon()
else if(prob(10))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if(step_to(src, get_step(src, direction), 0))
+2 -2
View File
@@ -24,7 +24,7 @@
/obj/effect/decal/remains/robot/New()
..()
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
@@ -38,7 +38,7 @@
/obj/effect/decal/remains/slime/New()
..()
var/datum/reagents/R = new/datum/reagents(5)
var/obj/effect/effect/water/W = new(get_turf(src))
var/obj/effect/particle_effect/water/W = new(get_turf(src))
W.reagents = R
R.my_atom = W
R.add_reagent("water", 5)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,73 @@
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = 0
unacidable = 1//So effects are not targeted by alien acid.
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/particle_effect/New()
..()
if(ticker)
cameranet.updateVisibility(src)
/obj/effect/particle_effect/Destroy()
if(ticker)
cameranet.updateVisibility(src)
return ..()
/datum/effect_system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/effect_type
var/total_effects = 0
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect_system/proc/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/datum/effect_system/proc/start()
for(var/i in 1 to number)
if(total_effects > 20)
return
addtimer(src, "generate_effect", 0)
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/E = new effect_type(location)
total_effects++
var/direction
if(cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
addtimer(src, "decrement_total_effect", 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--
@@ -0,0 +1,61 @@
/obj/effect/particle_effect/expl_particles
name = "explosive particles"
icon_state = "explosion_particle"
opacity = 1
anchored = 1
/obj/effect/particle_effect/expl_particles/New()
..()
QDEL_IN(src, 15)
/datum/effect_system/expl_particles
number = 10
/datum/effect_system/expl_particles/start()
for(var/i in 1 to number)
spawn(0)
var/obj/effect/particle_effect/expl_particles/expl = new /obj/effect/particle_effect/expl_particles(location)
var/direct = pick(alldirs)
var/steps_amt = pick(1;25,2;50,3,4;200)
for(var/j in 1 to steps_amt)
sleep(1)
step(expl,direct)
/obj/effect/explosion
name = "explosive particles"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
anchored = 1
mouse_opacity = 0
pixel_x = -32
pixel_y = -32
/obj/effect/explosion/New()
..()
QDEL_IN(src, 10)
/datum/effect_system/explosion
/datum/effect_system/explosion/set_up(loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/explosion/start()
new/obj/effect/explosion(location)
var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
P.set_up(10, 0, location)
P.start()
/datum/effect_system/explosion/smoke
/datum/effect_system/explosion/smoke/proc/create_smoke()
var/datum/effect_system/smoke_spread/S = new
S.set_up(5,0,location,null)
S.start()
/datum/effect_system/explosion/smoke/start()
..()
addtimer(src, "create_smoke", 5)
@@ -0,0 +1,249 @@
// Foam
// Similar to smoke, but spreads out more
// metal foams leave behind a foamed metal wall
/obj/effect/particle_effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER + 0.9
animate_movement = 0
var/amount = 3
var/expand = 1
var/metal = 0
/obj/effect/particle_effect/foam/New(loc, ismetal=0)
..(loc)
icon_state = "[ismetal ? "m":""]foam"
if(!ismetal && reagents)
color = mix_color_from_reagents(reagents.reagent_list)
metal = ismetal
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
spawn(3 + metal*3)
process()
spawn(120)
processing_objects.Remove(src)
sleep(30)
if(metal)
var/turf/T = get_turf(src)
if(istype(T, /turf/space))
T.ChangeTurf(/turf/simulated/floor/plating/metalfoam)
var/turf/simulated/floor/plating/metalfoam/MF = get_turf(src)
MF.metal = metal
MF.update_icon()
var/obj/structure/foamedmetal/M = new(src.loc)
M.metal = metal
M.updateicon()
flick("[icon_state]-disolve", src)
sleep(5)
qdel(src)
return
// on delete, transfer any reagents to the floor
/obj/effect/particle_effect/foam/Destroy()
if(!metal && reagents)
reagents.handle_reactions()
for(var/atom/A in oview(1, src))
if(A == src)
continue
if(reagents.total_volume)
var/fraction = 5 / reagents.total_volume
reagents.reaction(A, TOUCH, fraction)
return ..()
/obj/effect/particle_effect/foam/process()
if(--amount < 0)
return
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!T)
continue
if(!T.Enter(src))
continue
var/obj/effect/particle_effect/foam/F = locate() in T
if(F)
continue
F = new /obj/effect/particle_effect/foam(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(15)
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id, min(R.volume, 3), R.data, reagents.chem_temp)
F.color = mix_color_from_reagents(reagents.reagent_list)
// foam disolves when heated
// except metal foams
/obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!metal && prob(max(0, exposed_temperature - 475)))
flick("[icon_state]-disolve", src)
spawn(5)
qdel(src)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
if(metal)
return
if(iscarbon(AM))
var/mob/living/carbon/M = AM
if(M.slip("foam", 5, 2))
if(reagents)
for(var/reagent_id in reagents.reagent_list)
var/amount = M.reagents.get_reagent_amount(reagent_id)
if(amount < 25)
M.reagents.add_reagent(reagent_id, min(round(amount / 2), 15))
if(reagents.total_volume)
var/fraction = 5 / reagents.total_volume
reagents.reaction(M, TOUCH, fraction)
/datum/effect_system/foam_spread
effect_type = /obj/effect/particle_effect/foam
var/amount = 5 // the size of the foam spread.
var/list/carried_reagents // the IDs of reagents present when the foam was mixed
var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam
var/temperature = T0C
var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants")
/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metalfoam = 0)
amount = min(round(amt/5, 1), 7)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
carried_reagents = list()
metal = metalfoam
temperature = carry.chem_temp
// bit of a hack here. Foam carries along any reagent also present in the glass it is mixed
// with (defaults to water if none is present). Rather than actually transfer the reagents,
// this makes a list of the reagent ids and spawns 1 unit of that reagent when the foam disolves.
if(carry && !metal)
for(var/datum/reagent/R in carry.reagent_list)
carried_reagents[R.id] = R.volume
/datum/effect_system/foam_spread/start()
spawn(0)
var/obj/effect/particle_effect/foam/F = locate() in location
if(F)
F.amount += amount
F.amount = min(F.amount, 27)
return
F = new /obj/effect/particle_effect/foam(location, metal)
F.amount = amount
if(!metal) // don't carry other chemicals if a metal foam
F.create_reagents(15)
if(carried_reagents)
for(var/id in carried_reagents)
if(banned_reagents.Find("[id]"))
continue
var/datum/reagent/reagent_volume = carried_reagents[id]
F.reagents.add_reagent(id, min(reagent_volume, 3), null, temperature)
F.color = mix_color_from_reagents(F.reagents.reagent_list)
else
F.reagents.add_reagent("cleaner", 1)
F.color = mix_color_from_reagents(F.reagents.reagent_list)
// wall formed by metal foams
// dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = 1
opacity = 1 // changed in New()
anchored = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
var/metal = MFOAM_ALUMINUM
/obj/structure/foamedmetal/initialize()
..()
air_update_turf(1)
/obj/structure/foamedmetal/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/foamedmetal/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/foamedmetal/proc/updateicon()
if(metal == MFOAM_ALUMINUM)
icon_state = "metalfoam"
else
icon_state = "ironfoam"
/obj/structure/foamedmetal/ex_act(severity)
qdel(src)
/obj/structure/foamedmetal/blob_act()
qdel(src)
/obj/structure/foamedmetal/bullet_act()
if(metal==MFOAM_ALUMINUM || prob(50))
qdel(src)
/obj/structure/foamedmetal/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if((HULK in user.mutations) || (prob(75 - metal*25)))
user.visible_message("<span class='warning'>[user] smashes through \the [src].</span>", "<span class='notice'>You smash through \the [src].</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You hit the metal foam but bounce off it.</span>")
/obj/structure/foamedmetal/attackby(obj/item/I, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
G.affecting.loc = src.loc
user.visible_message("<span class='warning'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>")
qdel(I)
qdel(src)
return
if(prob(I.force*20 - metal*25))
user.visible_message("<span class='warning'>[user] smashes through the foamed metal with \the [I].</span>", "<span class='notice'>You smash through the foamed metal with \the [I].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You hit the metal foam to no effect.</span>")
/obj/structure/foamedmetal/attack_animal(mob/living/simple_animal/M)
M.do_attack_animation(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>[M] nudges \the [src].</span>")
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>")
qdel(src)
/obj/structure/foamedmetal/attack_alien(mob/living/carbon/alien/humanoid/M)
M.visible_message("<span class='danger'>[M] tears apart \the [src]!</span>");
qdel(src)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
return !density
/obj/structure/foamedmetal/CanAtmosPass()
return !density
@@ -0,0 +1,205 @@
/////////////////////////////////////////////
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/datum/effect_system/trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
return ..()
/datum/effect_system/trail_follow/proc/stop()
processing = 0
on = 0
oldposition = null
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/datum/effect_system/trail_follow/steam/start() //Whoever is responsible for this abomination of code should become an hero
if(!on)
on = 1
processing = 1
if(!oldposition)
oldposition = get_turf(holder)
if(processing)
processing = 0
if(number < 3)
var/obj/effect/particle_effect/steam/I = new effect_type(oldposition)
number++
I.dir = holder.dir
oldposition = get_turf(holder)
spawn(10)
qdel(I)
number--
spawn(2)
if(on)
processing = 1
start()
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
/datum/effect_system/trail_follow/ion/start() //Whoever is responsible for this abomination of code should become an hero
if(!on)
on = 1
processing = 1
if(processing)
processing = 0
var/turf/T = get_turf(src.holder)
if(T != oldposition)
if(!has_gravity(T))
var/obj/effect/particle_effect/ion_trails/I = new effect_type(oldposition)
I.dir = holder.dir
flick("ion_fade", I)
I.icon_state = ""
spawn(20)
qdel(I)
oldposition = T
spawn(2)
if(on)
processing = 1
start()
/datum/effect_system/trail_follow/ion/space_trail
var/turf/oldloc // secondary ion trail loc
var/turf/currloc
/datum/effect_system/trail_follow/ion/space_trail/Destroy()
oldloc = null
currloc = null
return ..()
/datum/effect_system/trail_follow/ion/space_trail/start()
if(!on)
on = 1
processing = 1
if(processing)
processing = 0
spawn(0)
var/turf/T = get_turf(src.holder)
if(currloc != T)
switch(holder.dir)
if(NORTH)
src.oldposition = T
src.oldposition = get_step(oldposition, SOUTH)
src.oldloc = get_step(oldposition,EAST)
//src.oldloc = get_step(oldloc, SOUTH)
if(SOUTH) // More difficult, offset to the north!
src.oldposition = get_step(holder,NORTH)
src.oldposition = get_step(oldposition,NORTH)
src.oldloc = get_step(oldposition,EAST)
//src.oldloc = get_step(oldloc,NORTH)
if(EAST) // Just one to the north should suffice
src.oldposition = T
src.oldposition = get_step(oldposition, WEST)
src.oldloc = get_step(oldposition,NORTH)
//src.oldloc = get_step(oldloc,WEST)
if(WEST) // One to the east and north from there
src.oldposition = get_step(holder,EAST)
src.oldposition = get_step(oldposition,EAST)
src.oldloc = get_step(oldposition,NORTH)
//src.oldloc = get_step(oldloc,EAST)
if(istype(T, /turf/space))
var/obj/effect/particle_effect/ion_trails/I = new effect_type(oldposition)
var/obj/effect/particle_effect/ion_trails/II = new effect_type(oldloc)
//src.oldposition = T
I.dir = holder.dir
II.dir = holder.dir
flick("ion_fade", I)
flick("ion_fade", II)
I.icon_state = ""
II.icon_state = ""
spawn(20)
if(I)
qdel(I)
if(II)
qdel(II)
spawn(2)
if(on)
processing = 1
start()
currloc = T
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0)
amount = amt
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
/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.Weaken(rand(1,5))
return
else
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to MAX_EXPLOSION_RANGE
if(round(amount/12) > 0)
devastation = min (MAX_EX_DEVESTATION_RANGE, devastation + round(amount/12))
if(round(amount/6) > 0)
heavy = min (MAX_EX_HEAVY_RANGE, heavy + round(amount/6))
if(round(amount/3) > 0)
light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3))
if(flashing && flashing_factor)
flash += (round(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, devastation, heavy, light, flash)
/datum/effect_system/reagents_explosion/proc/holder_damage(atom/holder)
if(holder)
var/dmglevel = 4
if(round(amount/8) > 0)
dmglevel = 1
else if(round(amount/4) > 0)
dmglevel = 2
else if(round(amount/2) > 0)
dmglevel = 3
if(dmglevel<4)
holder.ex_act(dmglevel)
@@ -0,0 +1,305 @@
/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optionally added when set_up, to make the smoke always travel in one direction
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke
name = "smoke"
icon_state = "smoke"
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
opacity = 1
anchored = 0
var/steps = 0
var/lifetime = 5
var/direction
/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
if(alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = alpha / frames
for(var/i = 0, i < frames, i++)
alpha -= step
if(alpha < 160)
set_opacity(0)
stoplag()
/obj/effect/particle_effect/smoke/New()
..()
processing_objects |= src
lifetime += rand(-1,1)
/obj/effect/particle_effect/smoke/Destroy()
processing_objects.Remove(src)
return ..()
/obj/effect/particle_effect/smoke/proc/kill_smoke()
processing_objects.Remove(src)
addtimer(src, "fade_out", 0)
QDEL_IN(src, 10)
/obj/effect/particle_effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
return 0
if(steps >= 1)
step(src,direction)
steps--
return 1
/obj/effect/particle_effect/smoke/Crossed(mob/living/M)
if(!istype(M))
return
smoke_mob(M)
/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/C)
if(!istype(C))
return FALSE
if(lifetime<1)
return FALSE
if(!C.can_breathe_gas())
return FALSE
if(C.smoke_delay)
return FALSE
C.smoke_delay++
addtimer(src, "remove_smoke_delay", 10, FALSE, C)
return TRUE
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
if(C)
C.smoke_delay = 0
/datum/effect_system/smoke_spread
effect_type = /obj/effect/particle_effect/smoke
var/direction
/datum/effect_system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect_system/smoke_spread/start()
for(var/i=0, i<number, i++)
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/S = new effect_type(location)
if(!direction)
if(cardinals)
S.direction = pick(cardinal)
else
S.direction = pick(alldirs)
else
S.direction = direction
S.steps = pick(0,1,1,1,2,2,2,3)
S.process()
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/bad
lifetime = 8
/obj/effect/particle_effect/smoke/bad/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/particle_effect/smoke/bad/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.adjustOxyLoss(1)
M.emote("cough")
return 1
/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/datum/effect_system/smoke_spread/bad
effect_type = /obj/effect/particle_effect/smoke/bad
/////////////////////////////////////////////
// Nanofrost smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/freezing
name = "nanofrost smoke"
color = "#B2FFFF"
opacity = 0
/datum/effect_system/smoke_spread/freezing
effect_type = /obj/effect/particle_effect/smoke/freezing
var/blast = 0
/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
if(istype(A, /turf/simulated))
var/turf/simulated/T = A
if(T.air)
var/datum/gas_mixture/G = T.air
if(get_dist(T, src) < 2) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
G.temperature = 2
T.air_update_turf()
for(var/obj/effect/hotspot/H in T)
qdel(H)
if(G.toxins)
G.nitrogen += (G.toxins)
G.toxins = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/V in T)
if(!isnull(V.welded) && !V.welded) //must be an unwelded vent pump.
V.welded = 1
V.update_icon()
V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
for(var/obj/machinery/atmospherics/unary/vent_scrubber/U in T)
if(!isnull(U.welded) && !U.welded) //must be an unwelded vent scrubber.
U.welded = 1
U.update_icon()
U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
for(var/mob/living/L in T)
L.ExtinguishMob()
for(var/obj/item/Item in T)
Item.extinguish()
/datum/effect_system/smoke_spread/freezing/set_up(n = 5, c = 0, loca, direct, blasting = 0)
..()
blast = blasting
/datum/effect_system/smoke_spread/freezing/start()
if(blast)
for(var/turf/T in RANGE_TURFS(2, location))
Chilled(T)
..()
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/sleeping
color = "#9C3636"
lifetime = 10
/obj/effect/particle_effect/smoke/sleeping/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.Sleeping(max(M.sleeping,10))
M.emote("cough")
return 1
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
opacity = 0
lifetime = 10
/datum/effect_system/smoke_spread/chem
effect_type = /obj/effect/particle_effect/smoke/chem
var/obj/chemholder
/datum/effect_system/smoke_spread/chem/New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect_system/smoke_spread/chem/Destroy()
QDEL_NULL(chemholder)
return ..()
/datum/effect_system/smoke_spread/chem/set_up(datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
if(n > 20)
n = 20
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
carry.copy_to(chemholder, carry.total_volume)
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry && carry.my_atom)
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = " "
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key. CODERS: carry.my_atom may be null.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key. CODERS: carry.my_atom may be null.")
/datum/effect_system/smoke_spread/chem/start(effect_range = 2)
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
var/obj/effect/particle_effect/smoke/chem/smokeholder = new effect_type(location)
for(var/atom/A in view(effect_range, smokeholder))
chemholder.reagents.reaction(A)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.can_breathe_gas())
chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)
qdel(smokeholder)
for(var/i=0, i<number, i++)
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/chem/S = new effect_type(location)
if(!direction)
if(cardinals)
S.direction = pick(cardinal)
else
S.direction = pick(alldirs)
else
S.direction = direction
S.steps = pick(0,1,1,1,2,2,2,3)
if(color)
S.icon += color // give the smoke color, if it has any to begin with
else
// if no color, just use the old smoke icon
S.icon = 'icons/effects/96x96.dmi'
S.icon_state = "smoke"
S.process()
@@ -0,0 +1,58 @@
/////////////////////////////////////////////
//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"
desc = "it's a spark what do you need to know?"
icon_state = "sparks"
anchored = 1
var/hotspottemp = 1000
/obj/effect/particle_effect/sparks/New()
..()
playsound(loc, "sparks", 100, 1)
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(hotspottemp, 100)
QDEL_IN(src, 20)
/obj/effect/particle_effect/sparks/Destroy()
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(hotspottemp,100)
return ..()
/obj/effect/particle_effect/sparks/Move()
..()
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(hotspottemp,100)
/datum/effect_system/spark_spread
effect_type = /obj/effect/particle_effect/sparks
//////////////////////////////////
//////SPARKLE FIREWORKS
/////////////////////////////////
////////////////////////////
/obj/effect/particle_effect/sparks/sparkles
name = "sparkle"
icon = 'icons/obj/fireworks.dmi'//findback
icon_state = "sparkel"
hotspottemp = 3000
/obj/effect/particle_effect/sparks/sparkles/New()
var/icon/I = new(src.icon,src.icon_state)
var/r = rand(0,255)
var/g = rand(0,255)
var/b = rand(0,255)
I.Blend(rgb(r,g,b),ICON_MULTIPLY)
src.icon = I
..()
/datum/effect_system/sparkle_spread
effect_type = /obj/effect/particle_effect/sparks/sparkles
@@ -0,0 +1,52 @@
//WATER EFFECTS
/obj/effect/particle_effect/water
name = "water"
icon_state = "extinguish"
var/life = 15
/obj/effect/particle_effect/water/New()
..()
QDEL_IN(src, 70)
/obj/effect/particle_effect/water/Move(turf/newloc)
if(--life < 1)
qdel()
return 0
if(newloc.density)
return 0
.=..()
/obj/effect/particle_effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
if(istype(A,/atom/movable))
var/atom/movable/AM = A
AM.water_act(life, 310.15, src)
return ..()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/particle_effect/steam
name = "steam"
icon_state = "extinguish"
density = 0
/obj/effect/particle_effect/steam/New()
..()
QDEL_IN(src, 20)
/datum/effect_system/steam_spread
effect_type = /obj/effect/particle_effect/steam
+6
View File
@@ -0,0 +1,6 @@
//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
/obj/effect
icon = 'icons/effects/effects.dmi'
@@ -1,68 +0,0 @@
/obj/effect/expl_particles
name = "explosive particles"
icon = 'icons/effects/effects.dmi'
icon_state = "explosion_particle"
opacity = 1
anchored = 1
mouse_opacity = 0
/obj/effect/expl_particles/New()
..()
spawn (15)
qdel(src)
return
/obj/effect/expl_particles/Move()
..()
return
/datum/effect/system/expl_particles
number = 10
/datum/effect/system/expl_particles/set_up(n = 10, loca)
number = n
if(istype(loca, /turf/)) location = loca
else location = get_turf(loca)
/datum/effect/system/expl_particles/start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
var/obj/effect/expl_particles/expl = new /obj/effect/expl_particles(src.location)
var/direct = pick(alldirs)
for(i=0, i<pick(1;25,2;50,3,4;200), i++)
sleep(1)
step(expl,direct)
/obj/effect/explosion
name = "explosive particles"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
anchored = 1
mouse_opacity = 0
pixel_x = -32
pixel_y = -32
/obj/effect/explosion/New()
..()
spawn (10)
qdel(src)
/datum/effect/system/explosion/set_up(turf/loc)
..(loc=loc)
/datum/effect/system/explosion/start()
new/obj/effect/explosion( location )
var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
P.set_up(10,location)
P.start()
/datum/effect/system/explosion/smoke
/datum/effect/system/explosion/smoke/start()
..()
spawn(5)
var/datum/effect/system/harmless_smoke_spread/S = new/datum/effect/system/harmless_smoke_spread()
S.set_up(5,0,location,null)
S.start()
+1 -1
View File
@@ -30,7 +30,7 @@
var/obj/effect/decal/cleanable/blood/gibs/gib = null
if(sparks)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, location)
s.start()
+1 -1
View File
@@ -27,7 +27,7 @@
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
+2 -2
View File
@@ -59,11 +59,11 @@
if(heavy_impact_range > 1)
if(smoke)
var/datum/effect/system/explosion/smoke/E = new/datum/effect/system/explosion/smoke()
var/datum/effect_system/explosion/smoke/E = new/datum/effect_system/explosion/smoke()
E.set_up(epicenter)
E.start()
else
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
E.set_up(epicenter)
E.start()
@@ -66,7 +66,7 @@
/obj/item/device/chameleon/proc/disrupt(var/delete_dummy = 1)
if(active_dummy)
var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
@@ -87,7 +87,7 @@
if(M)
M.moved_recently = 0
to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, M)
s.start()
+2 -2
View File
@@ -244,7 +244,7 @@
/obj/item/toy/snappop/virus/throw_impact(atom/hit_atom)
..()
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
@@ -264,7 +264,7 @@
var/ash_type = /obj/effect/decal/cleanable/ash
/obj/item/toy/snappop/proc/pop_burst(var/n=3, var/c=1)
var/datum/effect/system/spark_spread/s = new()
var/datum/effect_system/spark_spread/s = new()
s.set_up(n, c, src)
s.start()
new ash_type(loc)
+2 -2
View File
@@ -20,7 +20,7 @@ RCD
origin_tech = "engineering=4;materials=2"
toolspeed = 1
usesound = 'sound/items/Deconstruct.ogg'
var/datum/effect/system/spark_spread/spark_system
var/datum/effect_system/spark_spread/spark_system
var/max_matter = 100
var/matter = 0
var/working = 0
@@ -47,7 +47,7 @@ RCD
/obj/item/weapon/rcd/New()
desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
spark_system = new /datum/effect/system/spark_spread
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
rcd_list += src
@@ -40,7 +40,7 @@
to_chat(user, "<span class='notice'>\The [src] is full.</span>")
return
reagents.remove_reagent(25,"water")
var/datum/effect/system/bad_smoke_spread/smoke = new /datum/effect/system/bad_smoke_spread()
var/datum/effect_system/smoke_spread/bad/smoke = new
smoke.set_up(5, 0, user.loc)
smoke.start()
playsound(user.loc, 'sound/effects/bamf.ogg', 50, 2)
+2 -2
View File
@@ -130,7 +130,7 @@ LIGHTERS ARE IN LIGHTERS.DM
src.lit = 1
damtype = "fire"
if(reagents.get_reagent_amount("plasma")) // the plasma explodes when exposed to fire
var/datum/effect/system/reagents_explosion/e = new()
var/datum/effect_system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("plasma") / 2.5, 1), get_turf(src), 0, 0)
e.start()
if(ismob(loc))
@@ -139,7 +139,7 @@ LIGHTERS ARE IN LIGHTERS.DM
qdel(src)
return
if(reagents.get_reagent_amount("fuel")) // the fuel explodes, too, but much less violently
var/datum/effect/system/reagents_explosion/e = new()
var/datum/effect_system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("fuel") / 5, 1), get_turf(src), 0, 0)
e.start()
if(ismob(loc))
@@ -139,7 +139,7 @@
for(var/a=0, a<5, a++)
spawn(0)
var/obj/effect/effect/water/W = new /obj/effect/effect/water( get_turf(src) )
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water( get_turf(src) )
var/turf/my_target = pick(the_targets)
if(precision)
the_targets -= my_target
+2 -2
View File
@@ -3,7 +3,7 @@ obj/item/weapon/firework
icon = 'icons/obj/fireworks.dmi'
icon_state = "rocket_0"
var/litzor = 0
var/datum/effect/system/sparkle_spread/S
var/datum/effect_system/sparkle_spread/S
obj/item/weapon/firework/attackby(obj/item/weapon/W,mob/user, params)
if(litzor)
return
@@ -25,7 +25,7 @@ obj/item/weapon/sparkler
icon = 'icons/obj/fireworks.dmi'
icon_state = "sparkler_0"
var/litzor = 0
var/datum/effect/system/spark_spread/S
var/datum/effect_system/spark_spread/S
obj/item/weapon/sparkler/attackby(obj/item/weapon/W,mob/user, params)
if(litzor)
return
@@ -6,11 +6,11 @@
det_time = 20
item_state = "flashbang"
slot_flags = SLOT_BELT
var/datum/effect/system/bad_smoke_spread/smoke
var/datum/effect_system/smoke_spread/bad/smoke
New()
..()
src.smoke = new /datum/effect/system/bad_smoke_spread
src.smoke = new /datum/effect_system/smoke_spread/bad
src.smoke.attach(src)
Destroy()
+1 -1
View File
@@ -147,7 +147,7 @@
..()
spawn(100)
if(!istype(loc, /mob))
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
qdel(src)
@@ -207,13 +207,13 @@
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY //So you can't hide it in your pocket or some such.
var/datum/effect/system/spark_spread/spark_system
var/datum/effect_system/spark_spread/spark_system
sharp = 1
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
+2 -2
View File
@@ -41,7 +41,7 @@
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
origin_tech = "engineering=4;materials=2"
var/datum/effect/system/spark_spread/spark_system
var/datum/effect_system/spark_spread/spark_system
var/lastused
var/iconrotation = 0 //used to orient icons and pipes
var/mode = 1 //Disposals, atmospherics, etc.
@@ -53,7 +53,7 @@
/obj/item/weapon/rpd/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(1, 0, src)
spark_system.attach(src)
+1 -1
View File
@@ -59,7 +59,7 @@
to_chat(user, "A mysterious force disrupts your arcane spell matrix, and you remain where you are.")
return
var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread()
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(5, 0, user.loc)
smoke.attach(user)
smoke.start()
@@ -74,7 +74,7 @@
overlays += image('icons/obj/storage.dmi', icon_locking)
locked = 0
if(istype(weapon, /obj/item/weapon/melee/energy/blade))
var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread()
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
@@ -5,7 +5,7 @@
w_class = WEIGHT_CLASS_BULKY
item_state = "jetpack"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
var/datum/effect/system/ion_trail_follow/ion_trail
var/datum/effect_system/trail_follow/ion/ion_trail
actions_types = list(/datum/action/item_action/set_internals, /datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization)
var/on = 0
var/stabilizers = 0
@@ -13,7 +13,7 @@
/obj/item/weapon/tank/jetpack/New()
..()
ion_trail = new /datum/effect/system/ion_trail_follow()
ion_trail = new /datum/effect_system/trail_follow/ion()
ion_trail.set_up(src)
/obj/item/weapon/tank/jetpack/Destroy()
@@ -143,7 +143,7 @@
/obj/item/weapon/tank/jetpack/carbondioxide/New()
..()
ion_trail = new /datum/effect/system/ion_trail_follow()
ion_trail = new /datum/effect_system/trail_follow/ion()
ion_trail.set_up(src)
air_contents.carbon_dioxide = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
@@ -300,7 +300,7 @@
if(!Adj|| !istype(target, /turf))
return
if(metal_synthesis_cooldown < 5)
var/obj/structure/foam/F = new /obj/structure/foam(get_turf(target), 1)
var/obj/effect/particle_effect/foam/F = new /obj/effect/particle_effect/foam(get_turf(target), 1)
F.amount = 0
metal_synthesis_cooldown++
spawn(100)
@@ -319,7 +319,9 @@
pass_flags = PASSTABLE
/obj/effect/nanofrost_container/proc/Smoke()
new /obj/effect/effect/freezing_smoke(src.loc, 6, 1)
var/datum/effect_system/smoke_spread/freezing/S = new
S.set_up(6, 0, loc, null, 1)
S.start()
var/obj/effect/decal/cleanable/flour/F = new /obj/effect/decal/cleanable/flour(src.loc)
F.color = "#B2FFFF"
F.name = "nanofrost residue"
@@ -327,78 +329,6 @@
playsound(src,'sound/effects/bamf.ogg',100,1)
qdel(src)
/obj/effect/effect/freezing_smoke
name = "nanofrost smoke"
icon_state = "smoke"
opacity = 0
anchored = 0.0
mouse_opacity = 0
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
color = "#B2FFFF"
var/amount = 0
/obj/effect/effect/freezing_smoke/New(loc, var/amt, var/blast)
..()
spawn(100+rand(10,30))
delete()
amount = amt
if(amount)
var/datum/effect/system/freezing_smoke_spread/F = new /datum/effect/system/freezing_smoke_spread
F.set_up(amount, 0, src.loc)
F.start()
if(blast)
for(var/turf/T in spiral_range_turfs(2, src.loc))
Chilled(T)
return
/obj/effect/effect/freezing_smoke/proc/Chilled(atom/A)
if(istype(A, /turf/simulated))
var/turf/simulated/T = A
if(T.air)
var/datum/gas_mixture/G = T.air
if(get_dist(T, src) < 2) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
G.temperature = 2
T.air_update_turf()
for(var/obj/effect/hotspot/H in T)
qdel(H)
if(G.toxins)
G.nitrogen += (G.toxins)
G.toxins = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/V in T)
V.welded = 1
V.update_icon()
V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
for(var/mob/living/L in T)
L.ExtinguishMob()
for(var/obj/item/Item in T)
Item.extinguish()
/datum/effect/system/freezing_smoke_spread
/datum/effect/system/freezing_smoke_spread/set_up(n = 6, c = 0, loca)
number = n
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
/datum/effect/system/freezing_smoke_spread/start()
var/i = 0
for(i=0, i<number, i++)
spawn(0)
var/obj/effect/effect/freezing_smoke/smoke = new /obj/effect/effect/freezing_smoke(location, 0, 0)
smoke.amount = 0
var/direction = pick(alldirs)
for(i=0, i<rand(1,3), i++)
sleep(5)
step(smoke,direction)
spawn(150+rand(10,30))
if(smoke)
fadeOut(smoke)
smoke.delete()
#undef EXTINGUISHER
#undef NANOFROST
#undef METAL_FOAM
+2 -2
View File
@@ -607,7 +607,7 @@
origin_tech = "combat=4;powerstorage=7"
/obj/item/weapon/twohanded/mjollnir/proc/shock(mob/living/target as mob)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread()
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread()
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by the [src.name]!</span>", \
@@ -735,7 +735,7 @@
Z.take_organ_damage(0,30)
user.visible_message("<span class='danger'>[user] slams the charged axe into [Z.name] with all their might!</span>")
playsound(loc, 'sound/magic/lightningbolt.ogg', 5, 1)
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
@@ -212,7 +212,7 @@
if(!(E.rcell && E.rcell.use(E.chargecost)))
to_chat(user, "<span class='notice'>Unable to teleport, insufficient charge.</span>")
return
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
do_teleport(src, E.pad, 0)
@@ -239,7 +239,7 @@
if(!(E.rcell && E.rcell.use(E.chargecost)))
to_chat(user, "<span class='notice'>Unable to teleport, insufficient charge.</span>")
return
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
do_teleport(src, L)
@@ -38,7 +38,7 @@
if(isliving(usr))
var/mob/living/L = usr
if(L.electrocute_act(17, src))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
return 2
@@ -115,7 +115,7 @@
if(!(E.rcell && E.rcell.use(E.chargecost)))
to_chat(user, "<span class='notice'>Unable to teleport, insufficient charge.</span>")
return
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
do_teleport(src, E.pad, 0)
@@ -139,7 +139,7 @@
if(!(E.rcell && E.rcell.use(E.chargecost)))
to_chat(user, "<span class='notice'>Unable to teleport, insufficient charge.</span>")
return
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
do_teleport(src, L)
@@ -217,7 +217,7 @@
if(isliving(user))
var/mob/living/L = user
if(L.electrocute_act(17, src))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
return
@@ -72,7 +72,7 @@
A.updateicon()
flick("echair_shock", src)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(12, 1, src)
s.start()
visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
+1 -1
View File
@@ -293,7 +293,7 @@
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(electrocute_mob(user, C, src))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
return 1
+1 -1
View File
@@ -240,7 +240,7 @@
return
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread()
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, W.usesound, 50, 1)