TG: - Added a middleclick function that swaps your hands.

- Some reorganization of DNA display in DNA modifiers. It's much easier to see
where blocks start and end now.
- Tried to clean up some mob stuff, mostly dead humans unnecessarily grabbing
their atmosphere.
- Made turret controls emaggeable.

I've also committed Invisty's new ending station animations. They're pretty
cool, check them out!
Revision: r3621
Author: 	 vageyenaman
This commit is contained in:
Erthilo
2012-05-19 19:29:13 +01:00
parent 38c928ed85
commit 7b3ec1bdfb
9 changed files with 113 additions and 66 deletions
+40 -42
View File
@@ -150,10 +150,10 @@ var/datum/roundinfo/roundinfo = new()
//initialise our cinematic screen object
cinematic = new(src)
cinematic.icon = 'station_explosion.dmi'
cinematic.icon_state = "start"
cinematic.icon_state = "station_intact"
cinematic.layer = 20
cinematic.mouse_opacity = 0
cinematic.screen_loc = "1,3" //TODO resize them
cinematic.screen_loc = "1,0"
var/obj/structure/stool/bed/temp_buckle = new(src)
//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
@@ -179,63 +179,61 @@ var/datum/roundinfo/roundinfo = new()
//Now animate the cinematic
switch(station_missed)
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
world << sound('explosionfar.ogg')
if(1) //nuke was nearby but (mostly) missed
if( mode && !override )
override = mode.name
switch( override )
if("nuclear emergency")
flick("start_nuke",cinematic)
sleep(50)
if("nuclear emergency") //Nuke wasn't on station when it blew up
flick("intro_nuke",cinematic)
sleep(35)
world << sound('explosionfar.ogg')
flick("explode2",cinematic)
cinematic.icon_state = "loss_nuke2"
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
else
sleep(50)
flick("intro_nuke",cinematic)
sleep(35)
world << sound('explosionfar.ogg')
flick("explode2",cinematic)
//flick("end",cinematic)
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
world << sound('explosionfar.ogg')
else //station was destroyed
if( mode && !override )
override = mode.name
switch( override )
if("nuclear emergency")
flick("start_nuke",cinematic)
sleep(50)
if("nuclear emergency") //Nuke Ops successfully bombed the station
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('explosionfar.ogg')
cinematic.icon_state = "end"
flick("explode",cinematic)
cinematic.icon_state = "loss_nuke"
if("AI malfunction")
flick("start_malf",cinematic)
sleep(50)
cinematic.icon_state = "summary_nukewin"
if("AI malfunction") //Malf (screen,explosion,summary)
flick("intro_malf",cinematic)
sleep(76)
flick("station_explode_fade_red",cinematic)
world << sound('explosionfar.ogg')
cinematic.icon_state = "end"
flick("explode",cinematic)
cinematic.icon_state = "loss_malf"
if("blob")
flick("start_blob",cinematic) //TODO: make a blob one
sleep(50)
cinematic.icon_state = "summary_malf"
if("blob") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('explosionfar.ogg')
cinematic.icon_state = "end"
flick("explode",cinematic)
cinematic.icon_state = "loss_blob" //TODO: make a blob one
else
//default station-destroyed ending
sleep(50)
cinematic.icon_state = "summary_selfdes"
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
world << sound('explosionfar.ogg')
cinematic.icon_state = "end"
flick("explode",cinematic)
cinematic.icon_state = "loss_general"
sleep(100)
cinematic.icon_state = "summary_selfdes"
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.
sleep(300)
//Tidy-up time!
if(cinematic) del(cinematic) //end the cinematic
if(temp_buckle) del(temp_buckle) //release everybody
return