Replaced Some Hallucination Spawns

This commit is contained in:
Tails2091
2018-08-24 21:21:29 -04:00
parent ab36512935
commit ea49c41167
+16 -22
View File
@@ -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)