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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 21:48:21 +01:00
adds missing lavastaff and guardian phase effect icons
kills off anim() proc, removes ninja rigsuit electricity effect gets rid of the flick() in temporary_visual.dm because pooling is dead updates ethereal_jaunt.dm and makes it OOP, wraiths no longer show the wizard animation, jaunters cannot move after duration is over, fixes directions errors turns many anim() into obj/effect/overlay/temp smoother pet heart animation
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@@ -563,7 +563,7 @@
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if(change)
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if(change > 0)
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if(M && stat != DEAD) // Added check to see if this mob (the corgi) is dead to fix issue 2454
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flick_overlay(image('icons/mob/animal.dmi',src,"heart-ani2",MOB_LAYER+1), list(M.client), 20)
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new /obj/effect/overlay/temp/heart(loc)
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custom_emote(1, "yaps happily!")
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else
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if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
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@@ -203,9 +203,9 @@
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(!mob.Process_Spacemove(direct))
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return 0
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return 0
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if(mob.restrained()) // Why being pulled while cuffed prevents you from moving
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for(var/mob/M in orange(1, mob))
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@@ -252,7 +252,7 @@
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return
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spawn(1)
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M.other_mobs = null
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M.animate_movement = 2
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M.animate_movement = 2
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return
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else if(mob.confused)
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@@ -361,13 +361,12 @@
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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spawn(0)
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anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
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new /obj/effect/overlay/temp/dir_setting/ninja/shadow(T, L.dir)
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limit--
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if(limit<=0) break
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if(limit<=0)
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break
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
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new /obj/effect/overlay/temp/dir_setting/ninja/shadow(mobloc, L.dir)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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if(3) //Incorporeal move, but blocked by holy-watered tiles
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