mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-28 03:01:37 +00:00
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
138 lines
3.7 KiB
Plaintext
138 lines
3.7 KiB
Plaintext
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/obj/effect/new_year_tree
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name = "The fir"
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desc = "This is a fir. Real fir on dammit spess station. You smell pine-needles."
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icon = '160x160.dmi'
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icon_state = "new-year-tree"
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anchored = 1
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opacity = 1
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density = 1
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layer = 5
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pixel_x = -64
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//pixel_y = -64
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/obj/effect/new_year_tree/attackby(obj/item/W, mob/user)
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if (istype(W, /obj/item/weapon/grab))
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return
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W.loc = src
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if (user.client)
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user.client.screen -= W
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user.u_equip(W)
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var/const/bottom_right_x = 115.0
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var/const/bottom_right_y = 150.0
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var/const/top_left_x = 15.0
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var/const/top_left_y = 15.0
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var/const/bottom_med_x = top_left_x+(bottom_right_x-top_left_x)/2
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var/x = rand(top_left_x,bottom_med_x) //point in half of circumscribing rectangle
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var/y = rand(top_left_y,bottom_right_y)
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/*
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y1=a*x1+b
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y2=a*x2+b b = y2-a*x2
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y1=a*x1+ y2-a*x2
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a*(x1-x2)+y2-y1=0
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a = (y1-y2)/(x1-x2)
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*/
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var/a = (top_left_y-bottom_right_y)/(top_left_x-bottom_med_x)
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var/b = bottom_right_y-a*bottom_med_x
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if (a*x+b < y) //if point is above diagonal top_left -> bottom_median
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x = bottom_med_x + x - top_left_x
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y = bottom_right_y - y + top_left_y
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var/image/I = image(W.icon, W, icon_state = W.icon_state)
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I.pixel_x = x
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I.pixel_y = y
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overlays += I
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/obj/item/weapon/firbang
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desc = "It is set to detonate in 10 seconds."
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name = "firbang"
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icon = 'grenade.dmi'
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icon_state = "flashbang"
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var/state = null
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var/det_time = 100.0
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w_class = 2.0
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item_state = "flashbang"
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throw_speed = 4
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (user.get_active_hand() == src)
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if ((CLUMSY in usr.mutations) && prob(50))
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user << "\red Huh? How does this thing work?!"
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src.state = 1
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src.icon_state = "flashbang1"
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playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
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spawn( 5 )
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prime()
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return
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else if (!( src.state ))
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user << "\red You prime the [src]! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
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spawn( src.det_time )
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prime()
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return
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user.dir = get_dir(user, target)
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/firbang/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/firbang/attack_hand()
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walk(src, null, null)
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..()
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return
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/obj/item/weapon/firbang/proc/prime()
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playsound(src.loc, 'bang.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new
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smoke.set_up(3, 0, src.loc)
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smoke.attach(src)
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smoke.start()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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new /obj/effect/new_year_tree(T)
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del(src)
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return
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/obj/item/weapon/firbang/attack_self(mob/user as mob)
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if (!src.state)
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if (CLUMSY in user.mutations)
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user << "\red Huh? How does this thing work?!"
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spawn( 5 )
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prime()
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return
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else
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user << "\red You prime the [src]! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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add_fingerprint(user)
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spawn( src.det_time )
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prime()
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return
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return
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/*
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/datum/supply_packs/new_year
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name = "New Year Celebration Equipment"
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contains = list("/obj/item/weapon/firbang",
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"/obj/item/weapon/firbang",
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"/obj/item/weapon/firbang",
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"/obj/item/weapon/wrapping_paper",
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"/obj/item/weapon/wrapping_paper",
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"/obj/item/weapon/wrapping_paper")
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cost = 20
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containertype = "/obj/structure/closet/crate"
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containername = "New Year Celebration crate"
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*/ |