Glowy items.

Energy shields now glows slightly stronger than stunbatons when active.
This commit is contained in:
PsiOmegaDelta
2015-09-20 18:18:19 +02:00
parent 6103f688cf
commit 4cc2b1a93e

View File

@@ -12,7 +12,7 @@
attack_dir = get_dir(get_turf(user), get_turf(attacker))
else if(damage_source)
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
if(!(attack_dir && (attack_dir & bad_arc)))
return 1
return 0
@@ -21,12 +21,12 @@
//parry only melee attacks
if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || user.incapacitated())
return 0
//block as long as they are not directly behind us
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
if(!check_shield_arc(user, bad_arc, damage_source, attacker))
return 0
return 1
/obj/item/weapon/shield
@@ -109,13 +109,13 @@
if(!active)
return 0 //turn it on first!
. = ..()
if(.)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
@@ -130,14 +130,14 @@
active = !active
if (active)
force = 10
icon_state = "eshield[active]"
update_icon()
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>\The [src] is now active.</span>"
else
force = 3
icon_state = "eshield[active]"
update_icon()
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>\The [src] can now be concealed.</span>"
@@ -150,6 +150,12 @@
add_fingerprint(user)
return
/obj/item/weapon/shield/energy/update_icon()
icon_state = "eshield[active]"
if(active)
set_light(1.5, 1.5, "#006AFF")
else
set_light(0)
/obj/item/weapon/cloaking_device
name = "cloaking device"