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
This commit is contained in:
uraniummeltdown
2018-01-18 12:56:18 +05:00
parent 8fd3a5e890
commit 9c90c817b6
20 changed files with 167 additions and 179 deletions
@@ -563,7 +563,7 @@
if(change)
if(change > 0)
if(M && stat != DEAD) // Added check to see if this mob (the corgi) is dead to fix issue 2454
flick_overlay(image('icons/mob/animal.dmi',src,"heart-ani2",MOB_LAYER+1), list(M.client), 20)
new /obj/effect/overlay/temp/heart(loc)
custom_emote(1, "yaps happily!")
else
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
+7 -8
View File
@@ -203,9 +203,9 @@
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return 0
return 0
if(mob.restrained()) // Why being pulled while cuffed prevents you from moving
for(var/mob/M in orange(1, mob))
@@ -252,7 +252,7 @@
return
spawn(1)
M.other_mobs = null
M.animate_movement = 2
M.animate_movement = 2
return
else if(mob.confused)
@@ -361,13 +361,12 @@
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
spawn(0)
anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0) break
if(limit<=0)
break
else
spawn(0)
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(mobloc, L.dir)
L.forceMove(get_step(L, direct))
L.dir = direct
if(3) //Incorporeal move, but blocked by holy-watered tiles