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synced 2026-08-26 05:27:01 +01:00
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
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@@ -150,10 +150,10 @@ var/datum/roundinfo/roundinfo = new()
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//initialise our cinematic screen object
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cinematic = new(src)
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cinematic.icon = 'station_explosion.dmi'
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cinematic.icon_state = "start"
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cinematic.icon_state = "station_intact"
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cinematic.layer = 20
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cinematic.mouse_opacity = 0
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cinematic.screen_loc = "1,3" //TODO resize them
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cinematic.screen_loc = "1,0"
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var/obj/structure/stool/bed/temp_buckle = new(src)
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//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
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@@ -179,63 +179,61 @@ var/datum/roundinfo/roundinfo = new()
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//Now animate the cinematic
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switch(station_missed)
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('explosionfar.ogg')
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if(1) //nuke was nearby but (mostly) missed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency")
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flick("start_nuke",cinematic)
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sleep(50)
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if("nuclear emergency") //Nuke wasn't on station when it blew up
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('explosionfar.ogg')
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flick("explode2",cinematic)
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cinematic.icon_state = "loss_nuke2"
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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else
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sleep(50)
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('explosionfar.ogg')
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flick("explode2",cinematic)
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//flick("end",cinematic)
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('explosionfar.ogg')
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else //station was destroyed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency")
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flick("start_nuke",cinematic)
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sleep(50)
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if("nuclear emergency") //Nuke Ops successfully bombed the station
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_nuke"
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if("AI malfunction")
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flick("start_malf",cinematic)
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sleep(50)
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf",cinematic)
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sleep(76)
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flick("station_explode_fade_red",cinematic)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_malf"
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if("blob")
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flick("start_blob",cinematic) //TODO: make a blob one
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sleep(50)
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_blob" //TODO: make a blob one
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else
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//default station-destroyed ending
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sleep(50)
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cinematic.icon_state = "summary_selfdes"
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else //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('explosionfar.ogg')
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cinematic.icon_state = "end"
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flick("explode",cinematic)
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cinematic.icon_state = "loss_general"
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sleep(100)
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cinematic.icon_state = "summary_selfdes"
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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sleep(300)
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//Tidy-up time!
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if(cinematic) del(cinematic) //end the cinematic
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if(temp_buckle) del(temp_buckle) //release everybody
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return
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