mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-28 03:01:37 +00:00
* some thoughts * I really forgot to commit all of this didn't I * Rework vendor crits * fixes some angle jank * yeag * Patches up most bugs with tilting things over * Fixes up most of the AI logic * rolling AI can now take teleporters, visual effect is now only seen by the AI * better effects * Remove a bunch of now useless code * I keep forgetting this * cleanup in aisle seven * oops * some more testing * adminbus hours * Fixes some buildmode stuff, does some more testing * Add documentation * Demo bugs * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * rework crit damage amount * Adapt recent tg changes * Fix some small bugs in testing, contra review 1 * contra review 2 * Fixes tipping with pacifism * restore removed icons * Fix some remote untipping * restore the roll action * finally address contra's review (sorry) * remove debug tool * Move untilt logic into component --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
501 lines
12 KiB
Plaintext
501 lines
12 KiB
Plaintext
/obj/effect/temp_visual/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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randomdir = FALSE
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layer = MOB_LAYER - 0.1
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color = "#C80000"
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var/splatter_type = "splatter"
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/obj/effect/temp_visual/dir_setting/bloodsplatter/New(loc, set_dir, blood_color)
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if(blood_color)
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color = blood_color
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if(set_dir in GLOB.diagonals)
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icon_state = "[splatter_type][pick(1, 2, 6)]"
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else
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icon_state = "[splatter_type][pick(3, 4, 5)]"
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..()
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var/target_pixel_x = 0
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var/target_pixel_y = 0
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switch(set_dir)
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if(NORTH)
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target_pixel_y = 16
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if(SOUTH)
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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if(EAST)
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target_pixel_x = 16
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if(WEST)
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target_pixel_x = -16
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if(NORTHEAST)
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target_pixel_x = 16
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target_pixel_y = 16
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if(NORTHWEST)
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target_pixel_x = -16
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target_pixel_y = 16
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if(SOUTHEAST)
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target_pixel_x = 16
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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if(SOUTHWEST)
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target_pixel_x = -16
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
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/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
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color = null
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splatter_type = "xsplatter"
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/obj/effect/temp_visual/dir_setting/speedbike_trail
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name = "speedbike trails"
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icon_state = "ion_fade"
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duration = 10
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randomdir = FALSE
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layer = MOB_LAYER - 0.2
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/obj/effect/temp_visual/dir_setting/ninja
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name = "ninja shadow"
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icon = 'icons/mob/mob.dmi'
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icon_state = "uncloak"
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duration = 9
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/obj/effect/temp_visual/dir_setting/ninja/cloak
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icon_state = "cloak"
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/obj/effect/temp_visual/dir_setting/ninja/shadow
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icon_state = "shadow"
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/obj/effect/temp_visual/dir_setting/ninja/phase
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name = "ninja energy"
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icon_state = "phasein"
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/obj/effect/temp_visual/dir_setting/ninja/phase/out
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icon_state = "phaseout"
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/obj/effect/temp_visual/dir_setting/wraith
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name = "blood"
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icon = 'icons/mob/cult.dmi'
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icon_state = "phase_shift2"
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duration = 12
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/obj/effect/temp_visual/dir_setting/wraith/Initialize(mapload)
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. = ..()
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icon_state = SSticker.cultdat?.wraith_jaunt_in_animation
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/obj/effect/temp_visual/dir_setting/wraith/out
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icon_state = "phase_shift"
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/obj/effect/temp_visual/dir_setting/wraith/out/Initialize(mapload)
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. = ..()
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icon_state = SSticker.cultdat?.wraith_jaunt_out_animation
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/obj/effect/temp_visual/dir_setting/tailsweep
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icon_state = "tailsweep"
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duration = 4
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/obj/effect/temp_visual/wizard
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name = "water"
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icon = 'icons/mob/mob.dmi'
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icon_state = "reappear"
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duration = 5
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/obj/effect/temp_visual/wizard/out
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icon_state = "liquify"
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duration = 12
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/obj/effect/temp_visual/monkeyify
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icon = 'icons/mob/mob.dmi'
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icon_state = "h2monkey"
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duration = 22
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/obj/effect/temp_visual/monkeyify/humanify
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icon_state = "monkey2h"
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/obj/effect/temp_visual/borgflash
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icon = 'icons/mob/mob.dmi'
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icon_state = "blspell"
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duration = 5
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/obj/effect/temp_visual/guardian
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randomdir = FALSE
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/obj/effect/temp_visual/guardian/phase
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duration = 5
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icon_state = "phasein"
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/obj/effect/temp_visual/guardian/phase/out
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icon_state = "phaseout"
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/obj/effect/temp_visual/decoy
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/temp_visual/decoy/New(loc, atom/mimiced_atom)
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..()
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alpha = initial(alpha)
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if(mimiced_atom)
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name = mimiced_atom.name
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appearance = mimiced_atom.appearance
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setDir(mimiced_atom.dir)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/temp_visual/decoy/fading/New(loc, atom/mimiced_atom)
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..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/temp_visual/decoy/fading/threesecond
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duration = 40
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/obj/effect/temp_visual/decoy/fading/fivesecond
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duration = 50
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/obj/effect/temp_visual/decoy/fading/halfsecond
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duration = 5
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/obj/effect/temp_visual/fire
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icon = 'icons/goonstation/effects/fire.dmi'
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icon_state = "3"
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light_range = LIGHT_RANGE_FIRE
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light_color = LIGHT_COLOR_FIRE
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duration = 10
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layer = MASSIVE_OBJ_LAYER
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alpha = 250
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blend_mode = BLEND_ADD
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/obj/effect/temp_visual/fire/New(loc)
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color = heat2color(FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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..()
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/obj/effect/temp_visual/revenant
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name = "spooky lights"
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icon_state = "purplesparkles"
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/obj/effect/temp_visual/revenant/cracks
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name = "glowing cracks"
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icon_state = "purplecrack"
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duration = 6
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/obj/effect/temp_visual/gravpush
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name = "gravity wave"
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icon_state = "shieldsparkles"
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duration = 5
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/obj/effect/temp_visual/telekinesis
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name = "telekinetic force"
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icon_state = "empdisable"
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duration = 5
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/obj/effect/temp_visual/emp
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name = "emp sparks"
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icon_state = "empdisable"
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/obj/effect/temp_visual/emp/pulse
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name = "emp pulse"
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icon_state = "emppulse"
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duration = 8
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randomdir = FALSE
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/obj/effect/temp_visual/mummy_animation
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icon = 'icons/mob/mob.dmi'
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icon_state = "mummy_revive"
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duration = 20
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/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
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name = "healing glow"
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icon_state = "heal"
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duration = 15
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/obj/effect/temp_visual/heal/New(loc, colour)
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..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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if(colour)
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color = colour
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/obj/effect/temp_visual/kinetic_blast
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name = "kinetic explosion"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "kinetic_blast"
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layer = ABOVE_MOB_LAYER
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duration = 4
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/obj/effect/temp_visual/explosion
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name = "explosion"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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pixel_x = -32
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pixel_y = -32
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duration = 8
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/obj/effect/temp_visual/explosion/fast
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icon_state = "explosionfast"
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duration = 4
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/obj/effect/temp_visual/heart
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name = "heart"
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icon = 'icons/mob/animal.dmi'
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icon_state = "heart"
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duration = 25
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/obj/effect/temp_visual/heart/New(loc)
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..()
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pixel_x = rand(-4,4)
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pixel_y = rand(-4,4)
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animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
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/obj/effect/temp_visual/shockwave
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name = "shockwave"
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icon = 'icons/goonstation/effects/64x64.dmi'
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icon_state = "shockwave"
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randomdir = FALSE
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pixel_y = -16
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pixel_x = -16
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duration = 20
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/obj/effect/temp_visual/implosion
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name = "implosion"
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icon = 'icons/goonstation/effects/64x64.dmi'
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icon_state = "implosion"
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randomdir = FALSE
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pixel_y = -16
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pixel_x = -16
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duration = 20
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/obj/effect/temp_visual/bleed
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name = "bleed"
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icon = 'icons/effects/bleed.dmi'
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icon_state = "bleed0"
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duration = 10
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var/shrink = TRUE
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/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
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. = ..()
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var/size_matrix = matrix()
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if(size_calc_target)
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layer = size_calc_target.layer + 0.01
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var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
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size_matrix = matrix() * (I.Height()/world.icon_size)
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transform = size_matrix //scale the bleed overlay's size based on the target's icon size
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var/matrix/M = transform
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if(shrink)
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M = size_matrix * 0.1
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else
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M = size_matrix * 2
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animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
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/obj/effect/temp_visual/bleed/explode
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icon_state = "bleed10"
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duration = 12
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shrink = FALSE
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/obj/effect/temp_visual/small_smoke
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icon_state = "smoke"
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duration = 50
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/obj/effect/temp_visual/small_smoke/halfsecond
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duration = 5
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/obj/effect/temp_visual/dir_setting/firing_effect
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icon = 'icons/effects/effects.dmi'
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icon_state = "firing_effect"
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duration = 2
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/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
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switch(newdir)
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if(NORTH)
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layer = BELOW_MOB_LAYER
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pixel_x = rand(-3,3)
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pixel_y = rand(4,6)
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if(SOUTH)
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pixel_x = rand(-3,3)
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pixel_y = rand(-1,1)
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else
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pixel_x = rand(-1,1)
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pixel_y = rand(-1,1)
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..()
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/obj/effect/temp_visual/dir_setting/firing_effect/energy
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icon_state = "firing_effect_energy"
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duration = 3
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/obj/effect/temp_visual/dir_setting/firing_effect/magic
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icon_state = "shieldsparkles"
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duration = 3
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/obj/effect/temp_visual/impact_effect
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icon_state = "impact_bullet"
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duration = 5
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/obj/effect/temp_visual/impact_effect/Initialize(mapload, x, y)
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pixel_x = x
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pixel_y = y
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return ..()
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/obj/effect/temp_visual/impact_effect/red_laser
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icon_state = "impact_laser"
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duration = 4
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/obj/effect/temp_visual/impact_effect/blue_laser
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icon_state = "impact_laser_blue"
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duration = 4
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/obj/effect/temp_visual/impact_effect/green_laser
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icon_state = "impact_laser_green"
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duration = 4
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/obj/effect/temp_visual/impact_effect/purple_laser
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icon_state = "impact_laser_purple"
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duration = 4
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/obj/effect/temp_visual/impact_effect/yellow_laser
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icon_state = "impact_laser_yellow"
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duration = 4
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/obj/effect/temp_visual/impact_effect/ion
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icon_state = "shieldsparkles"
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duration = 6
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/obj/effect/temp_visual/bsg_kaboom
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name = "bluespace explosion"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosionfast"
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color = "blue"
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pixel_x = -32
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pixel_y = -32
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duration = 42
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/obj/effect/temp_visual/bsg_kaboom/Initialize(mapload)
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. = ..()
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new /obj/effect/warp_effect/bsg(loc)
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/obj/effect/warp_effect/bsg
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/obj/effect/warp_effect/bsg/Initialize(mapload)
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. = ..()
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var/matrix/M = matrix() * 0.5
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transform = M
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animate(src, transform = M * 8, time = 0.8 SECONDS, alpha = 0)
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QDEL_IN(src, 0.8 SECONDS)
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/obj/effect/temp_visual/rcd_effect
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icon = 'icons/effects/effects_rcd.dmi'
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icon_state = "rcd"
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duration = 5 SECONDS
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layer = ABOVE_ALL_MOB_LAYER
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/obj/effect/temp_visual/rcd_effect/short
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icon_state = "rcd_short"
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duration = 2 SECONDS
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/obj/effect/temp_visual/rcd_effect/end
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icon_state = "rcd_end"
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duration = 1.1 SECONDS
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/obj/effect/temp_visual/rcd_effect/reverse
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icon_state = "rcd_reverse"
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duration = 6.1 SECONDS
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/obj/effect/temp_visual/rcd_effect/reverse_short
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icon_state = "rcd_short_reverse"
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duration = 3.1 SECONDS
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/**
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* A visual effect that will be shown only to a particular user for a period of time.
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*/
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/obj/effect/temp_visual/single_user
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/// The image to show to the user
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var/image/displayed_image
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/// The UID of the person who the image is being displayed to
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var/source_UID
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/// The real icon state to be applied to the image
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var/image_icon_state
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/// The plane to apply the image to
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var/image_plane = ABOVE_LIGHTING_PLANE
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/// The layer to apply the image to
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var/image_layer = ABOVE_ALL_MOB_LAYER
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/// The icon to pull the image from
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var/image_icon
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/obj/effect/temp_visual/single_user/Initialize(mapload, mob/living/user)
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. = ..()
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if(!user)
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return INITIALIZE_HINT_QDEL
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displayed_image = create_image(user)
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displayed_image.plane = image_plane
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displayed_image.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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source_UID = user.UID()
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add_mind(user)
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/obj/effect/temp_visual/single_user/proc/create_image(mob/living/looker)
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return image(icon = image_icon, loc = src, icon_state = image_icon_state, layer = image_layer)
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/obj/effect/temp_visual/single_user/Destroy()
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var/mob/living/previous_user = locateUID(source_UID)
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if(previous_user)
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remove_mind(previous_user)
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// Null so we don't shit the bed when we delete
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displayed_image = null
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return ..()
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/// Add the image to the user's screen
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/obj/effect/temp_visual/single_user/proc/add_mind(mob/living/looker)
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looker.client?.images |= displayed_image
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/// Remove the image from the user's screen
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/obj/effect/temp_visual/single_user/proc/remove_mind(mob/living/looker)
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looker.client?.images -= displayed_image
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/obj/effect/temp_visual/single_user/lwap_ping
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duration = 0.5 SECONDS
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randomdir = FALSE
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image_icon = 'icons/obj/projectiles.dmi'
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image_icon_state = "red_laser"
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/obj/effect/temp_visual/single_user/lwap_ping/Initialize(mapload, mob/living/looker, mob/living/creature)
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if(!looker || !creature)
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return INITIALIZE_HINT_QDEL
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. = ..()
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displayed_image.pixel_x = (creature.x - looker.x) * 32
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displayed_image.pixel_y = (creature.y - looker.y) * 32
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/obj/effect/temp_visual/single_user/ai_telegraph
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duration = 2 SECONDS
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randomdir = FALSE
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image_layer = BELOW_MOB_LAYER
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image_plane = GAME_PLANE
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image_icon = 'icons/mob/telegraphing/telegraph_holographic.dmi'
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image_icon_state = "target_box"
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/obj/effect/temp_visual/obliteration
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duration = 2 SECONDS
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/obj/effect/temp_visual/obliteration/Initialize(mapload, atom/target)
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. = ..()
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if(isobj(target))
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loc = target.loc
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icon = target.icon
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icon_state = target.icon_state
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alpha = target.alpha
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dir = target.dir
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update_icon()
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var/obj/effect/dusting_anim/dust_effect = new(loc, UID())
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filters += filter(type = "displace", size = 256, render_source = "*snap[UID()]")
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animate(src, alpha = 0, time = 2 SECONDS, easing = (EASE_IN | SINE_EASING))
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QDEL_IN(dust_effect, 20)
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return TRUE
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/obj/effect/temp_visual/obliteration_rays
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duration = 1.25 SECONDS
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/obj/effect/temp_visual/obliteration_rays/Initialize(mapload)
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. = ..()
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var/new_filter = isnull(get_filter("ray"))
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ray_filter_helper(1, 40, "#ffd04f", 6, 20)
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if(new_filter)
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animate(get_filter("ray"), offset = 10, time = 10 SECONDS, loop = -1)
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animate(offset = 0, time = 10 SECONDS)
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