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Paradise/code/game/objects/effects/effect_system/effects_other.dm
KalevTait 89ba9c047c Code Readability - Effects (#18150)
* effects

* removed anchored = TRUE from objects that inherit that property within the effects folder and subfolders
2022-07-02 16:48:46 +01:00

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/// Ion trails for jetpacks, ion thrusters and other space-flying things
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
/obj/effect/particle_effect/ion_trails/Initialize(mapload, targetdir)
. = ..()
dir = targetdir
flick("ion_fade", src)
icon_state = null
QDEL_IN(src, 2 SECONDS)
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0)
amount = amt
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
/datum/effect_system/reagents_explosion/start()
if(amount <= 2)
do_sparks(2, 1, location)
for(var/mob/M in viewers(5, location))
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
for(var/mob/living/L in viewers(1, location))
if(prob(50 * amount))
to_chat(L, "<span class='warning'>The explosion knocks you down.</span>")
L.Weaken(rand(2 SECONDS, 10 SECONDS))
return
else
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
// We dont need to clamp here. It gets clamped inside explosion()
if(round(amount/12) > 0)
devastation += round(amount/12)
if(round(amount/6) > 0)
heavy += round(amount/6)
if(round(amount/3) > 0)
light += round(amount/3)
if(flashing && flashing_factor)
flash += (round(amount/4) * flashing_factor)
for(var/mob/M in viewers(8, location))
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
explosion(location, devastation, heavy, light, flash)
/datum/effect_system/reagents_explosion/proc/holder_damage(atom/holder)
if(holder)
var/dmglevel = 4
if(round(amount/8) > 0)
dmglevel = 1
else if(round(amount/4) > 0)
dmglevel = 2
else if(round(amount/2) > 0)
dmglevel = 3
if(dmglevel<4)
holder.ex_act(dmglevel)