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* add backrooms hallucination * mapmerge * fix some backrooms issues and add some error handling stuff * change backrooms carpet * remove code that isn't doing anything * tick new backrooms file * try a new method with movement * don't smooth corners * fix red carpet hiding under backrooms carpet * fix multiple turfs * accidentally removed important code tracking items, oops * implement new solution to the backrooms clone thing * hmm so that's what the icon does * indentation machine broke * remove the tucked away spawn locations * add comment for follow_movement * revert oversight (the bar can keep its bevvies) * put the thing back in that I wasn't supposed to remove * Update code/modules/hallucinations/effects/backrooms.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Paul <90473506+pwbokie@users.noreply.github.com> * Update code/modules/hallucinations/effects/backrooms.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Paul <90473506+pwbokie@users.noreply.github.com> * fix missing comma * code improvement tweaks from DLG * add a fade out and in --------- Signed-off-by: Paul <90473506+pwbokie@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
59 lines
2.4 KiB
Plaintext
59 lines
2.4 KiB
Plaintext
GLOBAL_VAR_INIT(backrooms_occupied, FALSE)
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/**
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* # Hallucination - Backrooms
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*
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* Temporarily sends the target to the backrooms. Their body's movement matches their movement in the backrooms.
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*/
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/datum/hallucination_manager/backrooms
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// this is the total length of the hallucination, if it's too short it cuts off the end
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trigger_time = 14 SECONDS
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// Human that will see the hallucination
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var/mob/living/carbon/human/human_owner
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// Item that will copy the owner's visible contents
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var/obj/item/clone_base
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/datum/hallucination_manager/backrooms/on_spawn()
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if(!ishuman(owner))
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return
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human_owner = owner
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// One person at a time in the backrooms, no backroom brawls allowed.
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if(GLOB.backrooms_occupied)
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return
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GLOB.backrooms_occupied = TRUE
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fade_out_trigger()
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/datum/hallucination_manager/backrooms/proc/fade_out_trigger()
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human_owner.overlay_fullscreen("sleepblind", /atom/movable/screen/fullscreen/center/blind/sleeping, animated = 1 SECONDS)
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trigger_timer = addtimer(CALLBACK(src, PROC_REF(do_hallucination_trigger)), 1 SECONDS, TIMER_STOPPABLE)
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/datum/hallucination_manager/backrooms/proc/do_hallucination_trigger()
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human_owner.clear_fullscreen("sleepblind")
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RegisterSignal(human_owner, COMSIG_MOVABLE_MOVED, PROC_REF(follow_movement))
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var/obj/spawn_location = pick(GLOB.backroomswarp)
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clone_base = new(spawn_location)
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clone_base.vis_contents += human_owner
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human_owner.reset_perspective(clone_base)
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trigger_timer = addtimer(CALLBACK(src, PROC_REF(fade_in_trigger)), 12 SECONDS, TIMER_STOPPABLE)
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/datum/hallucination_manager/backrooms/proc/fade_in_trigger()
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human_owner.overlay_fullscreen("sleepblind", /atom/movable/screen/fullscreen/center/blind/sleeping, animated = 1 SECONDS)
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trigger_timer = addtimer(CALLBACK(src, PROC_REF(end_fade_trigger)), 1 SECONDS, TIMER_STOPPABLE)
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/datum/hallucination_manager/backrooms/proc/end_fade_trigger()
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human_owner.clear_fullscreen("sleepblind")
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/datum/hallucination_manager/backrooms/Destroy(force)
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GLOB.backrooms_occupied = FALSE
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UnregisterSignal(human_owner, COMSIG_MOVABLE_MOVED)
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human_owner.reset_perspective(human_owner)
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human_owner = null
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QDEL_NULL(clone_base)
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return ..()
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/datum/hallucination_manager/backrooms/proc/follow_movement(source, atom/old_loc, dir, forced)
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// signal is called above in on_spawn so that whenever our human moves, we also move the clone
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SIGNAL_HANDLER // COMSIG_MOVABLE_MOVED
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step_towards(clone_base, get_step(get_turf(clone_base), dir))
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