Files
Paradise/code/game/objects/effects/effect_system/effects_chem_smoke.dm
T
76a845d380 Modsuits. Ready for review, sorry for the ammount of files changed 👉 👈 (#21147)
* biting off more than I can chew, but I feel like hurting myself

* more shit

* progress continues, moral stays sameish

* bite of 2587

* mod_theme down, but probably broken

* 385 errors, 16 warnings, zero tgui interactions

* 292 19

* final strech to buggy mess, break time

* it compiles. It almost fucking certainly doesnt work, but it compiles

* fudhsciffubgsbgpgb actions not working as should for modules

* fuck it we'll just open the pr as we work on it

* icons work now

* tgui stuff

* more progress

* JUDGEMENT

* IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother.

* jetpacks, gps, and go do what exo-suits yourself

* almost ready

* sorry to whoever has to review this

* should work™️

* should be good now

* pushing changes so I can do reviews next

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* lore™️ Adds illegals level to modsuit parts from syndicate.

* early returns

* and these illegals

* no uplink reference idiot

* mod inhands are a good idea

* this is needed for inhands nerd

* Bomb detector working, modsutis cover ears. skin things

* overslotting removal, cyborg charging, ert loadout for gamma

* duplicated signal

* modsuit themes, removes broken mister / bad base type module, 2 cores in robotics.

* tether module, orb module, holster stuff

* built in no slip, cheaper 87

* removes modules already installed, engineer ert get jetpack, equip into modsuit storage

* comments spaces and duplicate flags

* Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Compile TGUI, slowdown adjustment, Modsuit to MODsuit

* sonar, do after, more equipment, acid handling

* overlay bugs / ERT / DS suits autodeploy

* middle click action buttons

* traders, sec modsuit energy nerf

* surplus weighting

* Kinesis module.

* Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis

* more power / unused module removed

* name, ds fix, pre equipped to cc suit

* depot / grammer

* ok should be good™️

* overslot, dupe gun, missing suit storage

* stealth nerf, new kit

* gun stuff  / ds theme

* bio armor is gone

* let me push changes please thank you

* makes shocks work right

* copies over some changes TG made to module prices after porting

* Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it-

* sirryans changes

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Control define, ERT / DS have gloves / boots again.

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* More changes

* god I hate tgui. Why do all the bundles live underground, instead of in my basement?

* she updates my master till I testmerge

* modsuits can recharge again

* fixes a lot of shit

* Ready for TM probably

* sure fuck it whatever that makes sense I guess

* the pinpointer works better™️

* Another storage module bug fix

* hair and medical stuff

* fuck fuck fuck

* fixes sonar

* Bag exploit fixes / plasma runtimes / ear nerf

* dna lock improvement / cryostorage

* whoops

* Ball form second cooldown wasn't helping, no more infinite cores

* she springs my lock till I ***SNAP***

* plasmaman no longer die

* fixes modsuit emp issues

* atmos no longer fucking dies

* Fixes, module printing, and a restriction on newly constructed modsuits

* Inventory code my hated

* WOOO PREFERENCE CODE WOOOOO

* icons my hated

* fix for mods / spaceproof shit

* holy shit whhhyyyyy

* backpack first

* Update mod_theme.dm

* prevent infinite gun arms / infinite modsuit cores / syndicate modules

* fixes tm error

* scream loudly if species sprites break. They shouldn't, but, you know.

* deconflicted with luck

* converts to refit for species

* fix pathfinder

* fixes modsuits being funky power wise

* lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit

* nerfs the atmos modsuit

* magboots for ds / CC modsuit

* downside of autosave: typing in wrong window saves bad stuff

* Gamma ERT have internal cameras again.

* spellcheck when

* ah fuck

* yes delete the null that works

* whoops

* fixes error / description

* un vulps your cannon

* fixes tails disapeering on base modsuits

* space to underscore

* tgui fix / tajaran

* springlock buff, cryopod fix

* u helps

* WHO PUTS A GUN IN ITEMS

* tgui moment

* mining modsuit nerf / hidden holster module

* PAIN

* UNATHI TIDE STATION WIDE

* I love special code

* slightly dense

* shark jumpscare

* fixes ghost item, fixes springlock being bad

* YIPPEEEE IT WORKED

* she decons my flict

* pain

* ebbas days are numbered :^)

* hidden

* r-r-r-ebuild

* fixes more bugs

* qwerty, you are dense

* fixes gps

* fix mulebot crate

* level fix

* adds back icon

* moving storage, fix bug, modules activate / deactivate message

* yeah

* yeah

* yeah™️

* steels requests

* windoors no longer make pathfinder module explode

* chat spam

* oil slicks + modsuits

* whoops

* bag check

* ofc

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/datums/uplink_items/uplink_nuclear.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/modules/module_pathfinder.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2023-08-19 15:36:13 -05:00

128 lines
4.3 KiB
Plaintext

/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/chem_smoke
icon = 'icons/goonstation/effects/64x64.dmi'
icon_state = "smoke"
density = FALSE
opacity = FALSE
layer = ABOVE_MOB_LAYER
animate_movement = NO_STEPS
var/matrix/first = matrix()
var/matrix/second = matrix()
var/matrix/third = matrix()
var/first_scale = 0.1
var/second_scale = 5
var/third_scale = 2
var/spread_amount = 96
/obj/effect/particle_effect/chem_smoke/New(location, chem_color)
..(location)
color = chem_color
pixel_x += -16 + rand(-3, 3)
pixel_y += -16 + rand(-3, 3)
first = turn(first, rand(-90, 90))
first.Scale(first_scale, first_scale)
transform = first
second = first
second.Scale(second_scale, second_scale)
third.Scale(third_scale, third_scale)
animate(src,transform = second, time = 5, alpha = 200)
animate(transform = third, time = 20, pixel_y = rand(-spread_amount, spread_amount), pixel_x = rand(-spread_amount, spread_amount), alpha = 1)
QDEL_IN(src, 26)
/obj/effect/particle_effect/chem_smoke/small
first_scale = 0.05
second_scale = 2.5
third_scale = 1
spread_amount = 48
/datum/effect_system/smoke_spread/chem
var/obj/chemholder
var/list/smoked_atoms = list()
/datum/effect_system/smoke_spread/chem/New()
..()
chemholder = new
chemholder.create_reagents(1000)
chemholder.reagents.set_reacting(FALSE) // Just in case
/datum/effect_system/smoke_spread/chem/Destroy()
QDEL_NULL(chemholder)
smoked_atoms.Cut()
return ..()
/datum/effect_system/smoke_spread/chem/set_up(datum/reagents/carry = null, loca, silent = FALSE)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
carry.copy_to(chemholder, carry.total_volume)
carry.clear_reagents()
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry && carry.my_atom)
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = " "
add_attack_logs(M, location, "Caused a chemical smoke reaction containing [contained]. Last associated key is [carry.my_atom.fingerprintslast][more]", ATKLOG_FEW)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink])[contained]. No associated key.", ATKLOG_FEW)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink])[contained]. No associated key. CODERS: carry.my_atom may be null.", ATKLOG_FEW)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key. CODERS: carry.my_atom may be null.")
/datum/effect_system/smoke_spread/chem/start(effect_range = 2)
set waitfor = FALSE
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
for(var/x in 0 to 99)
for(var/i = 0, i < rand(2, 6), i++)
if(effect_range < 3)
new /obj/effect/particle_effect/chem_smoke/small(location, color)
else
new /obj/effect/particle_effect/chem_smoke(location, color)
if(x % 10 == 0) //Once every 10 ticks.
INVOKE_ASYNC(src, PROC_REF(SmokeEm), effect_range)
sleep(1)
qdel(src)
/datum/effect_system/smoke_spread/chem/proc/SmokeEm(effect_range = 2)
for(var/atom/A in view(effect_range, get_turf(location)))
if(istype(A, /obj/effect/particle_effect)) // Don't impact particle effects, as there can be hundreds of them in a small area. Also, we don't want smoke particles adding themselves to this list. Major performance issue.
continue
if(A in smoked_atoms)
continue
smoked_atoms += A
chemholder.reagents.reaction(A)
SEND_SIGNAL(A, COMSIG_ATOM_EXPOSE_REAGENTS, chemholder.reagents, chemholder, chemholder.reagents.total_volume)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.can_breathe_gas())
chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)