From ea49c4116772a70efd26b7546c24781bbd6d2ad3 Mon Sep 17 00:00:00 2001 From: Tails2091 <40816748+Tails2091@users.noreply.github.com> Date: Fri, 24 Aug 2018 21:21:29 -0400 Subject: [PATCH] Replaced Some Hallucination Spawns --- code/modules/flufftext/Hallucination.dm | 38 +++++++++++-------------- 1 file changed, 16 insertions(+), 22 deletions(-) diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm index 00e8166e94e..f28e7cb2526 100644 --- a/code/modules/flufftext/Hallucination.dm +++ b/code/modules/flufftext/Hallucination.dm @@ -21,7 +21,7 @@ Gunshots/explosions/opening doors/less rare audio (done) var/image/halbody var/obj/halitem var/hal_screwyhud = SCREWYHUD_NONE - var/handling_hal = 0 + var/handling_hal = FALSE /mob/living/carbon/proc/handle_hallucinations() if(handling_hal) @@ -34,7 +34,7 @@ Gunshots/explosions/opening doors/less rare audio (done) //AAAAHg var/list/major = list("fake"=20,"death"=10,"xeno"=10,"singulo"=10,"borer"=10,"delusion"=20,"koolaid"=10) - handling_hal = 1 + handling_hal = TRUE while(hallucination > 20) sleep(rand(200, 500) / (hallucination * 0.04)) if(prob(20)) @@ -51,7 +51,7 @@ Gunshots/explosions/opening doors/less rare audio (done) var/halpick = pickweight(current) hallucinate(halpick) - handling_hal = 0 + handling_hal = FALSE /obj/effect/hallucination @@ -70,7 +70,7 @@ Gunshots/explosions/opening doors/less rare audio (done) var/col_mod = null var/image/current_image = null var/image_layer = MOB_LAYER - var/active = 1 //qdelery + var/active = TRUE //qdelery /obj/effect/hallucination/simple/New(loc, mob/living/carbon/T) ..() @@ -113,7 +113,7 @@ Gunshots/explosions/opening doors/less rare audio (done) /obj/effect/hallucination/simple/Destroy() if(target.client) target.client.images.Remove(current_image) - active = 0 + active = FALSE return ..() #define FAKE_FLOOD_EXPAND_TIME 20 @@ -198,7 +198,7 @@ Gunshots/explosions/opening doors/less rare audio (done) pump = U break if(!pump) - return 0 + return FALSE xeno = new(pump.loc,target) sleep(10) if(!xeno) @@ -605,11 +605,9 @@ Gunshots/explosions/opening doors/less rare audio (done) /obj/effect/fake_attacker/New(loc, mob/living/carbon/T) ..() my_target = T - spawn(300) - qdel(src) + addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 300) step_away(src,my_target,2) - spawn(0) - attack_loop() + addtimer(CALLBACK(src, .proc/attack_loop)) /obj/effect/fake_attacker/proc/updateimage() @@ -673,8 +671,7 @@ Gunshots/explosions/opening doors/less rare audio (done) O.name = "blood" var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1) target << I - spawn(300) - qdel(O) + addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, O), 300) return var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_box/a357,\ @@ -829,19 +826,17 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_ if(9) //To make it more realistic, I added two gunshots (enough to kill) playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1) - spawn(rand(10,30)) - playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1) - sleep(rand(5,10)) - playsound_local(null, sound(get_sfx("bodyfall"), 25), 25, 1) + var/timer_pause = rand(10,30) + addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/Gunshot.ogg', 25, 1), timer_pause) + addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, sound(get_sfx("bodyfall"), 25), 25, 1), timer_pause+rand(5,10)) if(10) playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50) if(11) //Same as above, but with tasers. playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1) - spawn(rand(10,30)) - playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1) - sleep(rand(5,10)) - playsound_local(null, sound(get_sfx("bodyfall"), 25), 25, 1) + var/timer_pause = rand(10,30) + addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/Taser.ogg', 25, 1), timer_pause) + addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, sound(get_sfx("bodyfall"), 25), 25, 1), timer_pause+rand(5,10)) //Rare audio if(12) //These sounds are (mostly) taken from Hidden: Source @@ -988,8 +983,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_ halitem.icon_state = "flashbang1" halitem.name = "Flashbang" if(client) client.screen += halitem - spawn(rand(100,250)) - qdel(halitem) + addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, halitem), rand(100,250)) if("dangerflash") //Flashes of danger if(!halimage)