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Repaths obj/effect/effect, datum/effect/effect [MDB_IGNORE] (#8312)
* Repaths obj/effect/effect, datum/effect/effect * linter fixes * No new Co-authored-by: Atermonera <forslandm@gmail.com>
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@@ -286,7 +286,7 @@
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spawn(15)
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audible_message("<span class='critical'>\The [src]'s power supply begins to overload as the device crumples!</span>", runemessage = "VWRRRRRRRR") //Why are you still holding this?
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playsound(src, 'sound/effects/grillehit.ogg', 10, 1)
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread()
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var/turf/T = get_turf(src)
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sparks.set_up(2, 1, T)
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sparks.start()
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@@ -114,7 +114,7 @@
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// This is a test projectile in the sense that its testing the code to make sure it works,
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// as opposed to a 'can I hit this thing' projectile.
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/obj/item/projectile/arc/test/on_impact(turf/T)
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new /obj/effect/explosion(T)
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new /obj/effect/vfx/explosion(T)
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T.color = "#FF0000"
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// Generic, Hivebot related
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@@ -187,7 +187,7 @@
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T.visible_message("<span class='warning'>\The [src] covers \the [T] in a corrosive paste!</span>")
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for(var/turf/simulated/floor/F in view(2, T))
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spawn()
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var/obj/effect/effect/water/splash = new(T)
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var/obj/effect/vfx/water/splash = new(T)
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splash.create_reagents(15)
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splash.reagents.add_reagent("stomacid", 5)
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splash.reagents.add_reagent("blood", 10,list("blood_colour" = "#ec4940"))
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@@ -28,7 +28,7 @@
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/obj/item/projectile/energy/blob/on_impact(var/atom/A)
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if(splatter)
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var/turf/location = get_turf(src)
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var/datum/effect/effect/system/smoke_spread/chem/blob/S = new /datum/effect/effect/system/smoke_spread/chem/blob
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var/datum/effect_system/smoke_spread/chem/blob/S = new /datum/effect_system/smoke_spread/chem/blob
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S.attach(location)
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S.set_up(reagents, rand(1, splatter_volume), 0, location)
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playsound(location, 'sound/effects/slime_squish.ogg', 30, 1, -3)
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@@ -45,12 +45,12 @@
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread()
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sparks.set_up(2, 1, T)
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sparks.start()
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new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
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new /obj/effect/effect/smoke/illumination(T, 5, brightness, brightness, light_colour)
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new /obj/effect/vfx/smoke/illumination(T, 5, brightness, brightness, light_colour)
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//blinds people like the flash round, but can also be used for temporary illumination
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/obj/item/projectile/energy/flash/flare
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@@ -66,7 +66,7 @@
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..() //initial flash
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//residual illumination
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new /obj/effect/effect/smoke/illumination(src.loc, rand(190,240) SECONDS, 8, 3, light_colour) //same lighting power as flare
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new /obj/effect/vfx/smoke/illumination(src.loc, rand(190,240) SECONDS, 8, 3, light_colour) //same lighting power as flare
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/obj/item/projectile/energy/electrode
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name = "electrode"
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@@ -10,11 +10,11 @@
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combustion = TRUE
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/obj/item/projectile/energy/fireball/on_hit(var/atom/target, var/blocked = 0)
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new /obj/effect/explosion(get_turf(target))
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new /obj/effect/vfx/explosion(get_turf(target))
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explosion(target, -1, 0, 2)
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..()
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/obj/item/projectile/energy/fireball/on_impact(var/atom/target)
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new /obj/effect/explosion(get_turf(target))
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new /obj/effect/vfx/explosion(get_turf(target))
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explosion(target, -1, 0, 2)
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..()
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