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* MILLA phase 2 * Lint. * Build Rust library * Assorted bugfixes and tweaks * Simplify fire mechanics and make hotspot sending to DM more reliable. * Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary. * SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements. * Review fixes. * Build Rust library * Unbalanced icon. * Rebalance immovable rods. * Unbalanced has alerts, can fight airflow (but get slowed) * Build Rust library * Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix. * Build Rust library * Tweaks to avoid merge conflict * Oops. * Build Rust library * Rebalance wind. * Rebalance temperature flow and space cooling. * Fix gas flamethrower. * Build Rust library * Make air push slowdown directional, so you don't get slowed while moving with the air. * Variable name cleanup. * Reduce the speed of wind pushes. * Prevent wind pushes from breaking your pull. * Prevent swaps during wind push. * Made supermatter crytals reliably run last in atmos machinery. * Sped up plasmafire burning, but dropped the minimum burn amount. * Rebalanced SM heat output. * Rebalanced pyro anomaly. * Build Rust library * Lint * Build Rust library * Uncap fuel burnt readout. * Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE. * Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE * Added a list of areas not in Filtering to atmos alert computer. * Increase pressure gradient and vent output, especially at low distro pressure. * Changed Immovable Rod from Moderate to Major. * Lint * Build Rust library * More lint! * Build Rust library * Magboots, scaled slowdown, and nukie borg immunity * Wind image * Wind v2 * Wind v3 * pngcrush * pngcrush again * Moved hotspot removal into SSair, add wind effect. * Lint * Build Rust library * Fix hotspots. * Hotspot visual based on gas burnt * Build Rust library * Scaled wind to gas amount, stopped first wind push while moving. * Made Rust panic logging safer. * Made MILLA full tick and sleep timers more honest. * Pressure overlay, ghost mode, atmos goggles. * Build Rust library * Lint * Build Rust library * More lint-y stuff. * Build Rust library * Repair pressure overlay if it loses its loc. * Bind pressure overlays to their tile better. * Build Rust library * Make the pressure overlay work on z=1 and not proliferate effects. * Don't block the supply shuttle. * Don't fine for special effects. * Maybe don't fine for ghosts, either. * Build Rust library * Make pressure overlay play nice with shuttles. * Build Rust library * Pressure scanning for borgs. * Build Rust library * Lint * Build Rust library * Made explosions not generate so much wind. * Removed an old and non-functional proc. * Clientless mobs can get pushed again. * Build Rust library * cargo fmt * Build Rust library * Don't divide by zero. * Plasmafire generator for the Shadow * Update shadow to use plasmafire generators * Fix shadow's plasmafire generators going out on depart. * Prevent heat2color from runtiming at absolute zero. * Better nanofrost * Build Rust library * Singularity immunity * Build Rust library * Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM * Build Rust library * Dump panic outputs into data/ instead. * Build Rust library * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Saner handling of MILLA crash. * Build Rust library --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
79 lines
2.2 KiB
Plaintext
79 lines
2.2 KiB
Plaintext
/////////////////////////////////////////////
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//SPARK SYSTEM (like steam system)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like the RCD, so then you can just call start() and the sparks
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// will always spawn at the items location.
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/////////////////////////////////////////////
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/proc/do_sparks(n, c, source)
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// n - number of sparks
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// c - cardinals, bool, do the sparks only move in cardinal directions?
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// source - source of the sparks.
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var/datum/effect_system/spark_spread/sparks = new
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sparks.set_up(n, c, source)
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sparks.autocleanup = TRUE
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INVOKE_ASYNC(sparks, TYPE_PROC_REF(/datum/effect_system, start))
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/obj/effect/particle_effect/sparks
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name = "sparks"
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desc = "it's a spark what do you need to know?"
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icon_state = "sparks"
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var/hotspottemp = 1000
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/obj/effect/particle_effect/sparks/New()
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..()
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playsound(src, "sparks", 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(hotspottemp, 1)
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QDEL_IN(src, 20)
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/obj/effect/particle_effect/sparks/Destroy()
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(hotspottemp,1)
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return ..()
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/obj/effect/particle_effect/sparks/Move()
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..()
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var/turf/T = loc
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if(isturf(T))
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T.hotspot_expose(hotspottemp,1)
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/datum/effect_system/spark_spread
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effect_type = /obj/effect/particle_effect/sparks
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/datum/effect_system/spark_spread/generate_effect()
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var/spark_budget = GLOBAL_SPARK_LIMIT - GLOB.sparks_active
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if(spark_budget <= 0)
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return
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GLOB.sparks_active++
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return ..()
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/datum/effect_system/spark_spread/decrement_total_effect()
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GLOB.sparks_active--
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return ..()
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//////////////////////////////////
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//////SPARKLE FIREWORKS
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/////////////////////////////////
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////////////////////////////
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/obj/effect/particle_effect/sparks/sparkles
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name = "sparkle"
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icon = 'icons/obj/fireworks.dmi'//findback
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icon_state = "sparkel"
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hotspottemp = 3000
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/obj/effect/particle_effect/sparks/sparkles/New()
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var/icon/I = new(src.icon,src.icon_state)
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var/r = rand(0,255)
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var/g = rand(0,255)
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var/b = rand(0,255)
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I.Blend(rgb(r,g,b),ICON_MULTIPLY)
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src.icon = I
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..()
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/datum/effect_system/sparkle_spread
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effect_type = /obj/effect/particle_effect/sparks/sparkles
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