mirror of
https://github.com/PolarisSS13/Polaris.git
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Drug Expansion (#8575)
* adds drugs and means to make them * nutmeg sprite and hallucination changes * adjustments + sounds courtesy of serithi * nit nack paddy wack
This commit is contained in:
@@ -1,223 +1,71 @@
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/*
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Ideas for the subtle effects of hallucination:
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Light up oxygen/phoron indicators (done)
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Cause health to look critical/dead, even when standing (done)
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Characters silently watching you
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Brief flashes of fire/space/bombs/c4/dangerous shit (done)
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Items that are rare/traitorous/don't exist appearing in your inventory slots (done)
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Strange audio (should be rare) (done)
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Gunshots/explosions/opening doors/less rare audio (done)
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Hallucinations should not be oOoOoOo whacky, that's dumb.
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Room for expanding on, but let's not imagine the crew wailing on you for taking some drugs.
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*/
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/mob/living/carbon
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var/image/halimage
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var/image/halbody
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var/obj/halitem
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var/hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
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var/handling_hal = 0
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var/hal_crit = 0
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var/halmob_action
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/mob/living/carbon/proc/handle_hallucinations()
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if(handling_hal) return
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handling_hal = 1
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while(client && hallucination > 20)
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sleep(rand(200,500)/(hallucination/25))
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var/halpick = rand(1,100)
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switch(halpick)
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if(0 to 15)
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//Screwy HUD
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//to_chat(src, "Screwy HUD")
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hal_screwyhud = pick(1,2,3,3,4,4)
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spawn(rand(100,250))
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hal_screwyhud = 0
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if(16 to 25)
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//Strange items
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//to_chat(src, "Traitor Items")
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if(!halitem)
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halitem = new
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var/list/slots_free = list(ui_lhand,ui_rhand)
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if(l_hand) slots_free -= ui_lhand
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if(r_hand) slots_free -= ui_rhand
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if(istype(src,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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if(!H.belt) slots_free += ui_belt
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if(!H.l_store) slots_free += ui_storage1
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if(!H.r_store) slots_free += ui_storage2
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if(slots_free.len)
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halitem.screen_loc = pick(slots_free)
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halitem.hud_layerise()
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'icons/obj/gun.dmi'
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halitem.icon_state = "revolver"
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halitem.name = "Revolver"
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if(2) //c4
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halitem.icon = 'icons/obj/assemblies.dmi'
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halitem.icon_state = "plastic-explosive0"
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halitem.name = "Mysterious Package"
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if(prob(25))
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halitem.icon_state = "c4small_1"
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if(3) //sword
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "sword1"
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halitem.name = "Sword"
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if(4) //stun baton
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "stunbaton"
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halitem.name = "Stun Baton"
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if(5) //emag
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halitem.icon = 'icons/obj/card.dmi'
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halitem.icon_state = "emag"
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halitem.name = "Cryptographic Sequencer"
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if(6) //flashbang
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halitem.icon = 'icons/obj/grenade.dmi'
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halitem.icon_state = "flashbang1"
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halitem.name = "Flashbang"
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if(client) client.screen += halitem
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spawn(rand(100,250))
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if(client)
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client.screen -= halitem
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halitem = null
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if(26 to 40)
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//Flashes of danger
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//to_chat(src, "Danger Flash")
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if(!halimage)
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if(client && hallucination > 20)
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var/list/halpick = list()
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halpick |= list("messages", "sounds")
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if(hallucination > 40)
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halpick |= list("goodvoice", "badvoice")
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if(hallucination > 65)
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halpick |= list("ignoring", "badsounds")
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if(hallucination > 80)
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halpick |= list("dangerimage")
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var/chosenhal = pick(halpick)
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if(prob(25))
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switch(chosenhal)
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if("messages")
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var/list/msg_list = list("Everything around you feels like it's breathing...",
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"There are such strange patterns everywhere... you can't take your eyes off them.",
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"You feel in tune with your surroundings. You're part of them...",
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"What was that noise?",
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"You feel like something is crawling on you...!")
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to_chat(src, "<span class='warning'>[pick(msg_list)]</span>")
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if("sounds") /// Relatively harmless sounds to hear.
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var/list/soundlist = list('sound/items/bikehorn.ogg', 'sound/items/drink.ogg', 'sound/items/polaroid1.ogg', 'sound/items/lighter_on.ogg',
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'sound/machines/vending/vending_cans.ogg', 'sound/weapons/flash.ogg')
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src << pick(soundlist)
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if("goodvoice")
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if(prob(10))
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halmob_action = "goodvoice"
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mob_hallucinate(src)
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if("badvoice")
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if(prob(10))
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halmob_action = "badvoice"
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mob_hallucinate(src)
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if("ignoring") /// Paranoid isolation
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if(prob(10))
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halmob_action = "ignoring"
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mob_hallucinate(src)
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if("badsounds")
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var/list/soundlist = list('sound/hallucinations/serithi/creepy1.ogg', 'sound/hallucinations/serithi/creepy2.ogg','sound/hallucinations/serithi/creepy3.ogg')
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src << pick(soundlist)
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if("dangerimage") /// Dangers like fire on random tiles.
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var/list/possible_points = list()
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for(var/turf/simulated/floor/F in view(src,world.view))
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possible_points += F
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for(var/turf/simulated/floor/F in range(7, src))
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if(can_see(src, F, 7))
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possible_points += F
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if(possible_points.len)
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,3))
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switch(rand(1,2))
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if(1)
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//to_chat(src, "Space")
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halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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if(2)
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//to_chat(src, "Fire")
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halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
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if(3)
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//to_chat(src, "C4")
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if(2)
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halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
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if(client) client.images += halimage
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if(client)
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client.images += halimage
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spawn(rand(10,50)) //Only seen for a brief moment.
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if(client) client.images -= halimage
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if(client)
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client.images -= halimage
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halimage = null
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if(41 to 65)
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//Strange audio
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//to_chat(src, "Strange Audio")
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switch(rand(1,12))
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if(1) src << 'sound/machines/door/old_airlock.ogg'
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if(2)
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if(prob(50))src << 'sound/effects/Explosion1.ogg'
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else src << 'sound/effects/Explosion2.ogg'
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if(3) src << 'sound/effects/explosionfar.ogg'
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if(4) src << 'sound/effects/Glassbr1.ogg'
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if(5) src << 'sound/effects/Glassbr2.ogg'
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if(6) src << 'sound/effects/Glassbr3.ogg'
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if(7) src << 'sound/machines/twobeep.ogg'
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if(8) src << 'sound/machines/door/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot1.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Gunshot2.ogg'
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if(10) src << 'sound/weapons/smash.ogg'
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if(11)
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//Same as above, but with tasers.
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src << 'sound/weapons/Taser.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Taser.ogg'
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//Rare audio
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if(12)
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//These sounds are (mostly) taken from Hidden: Source
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var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
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'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
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'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
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'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
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'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
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src << pick(creepyasssounds)
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if(66 to 70)
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//Flashes of danger
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//to_chat(src, "Danger Flash")
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if(!halbody)
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var/list/possible_points = list()
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for(var/turf/simulated/floor/F in view(src,world.view))
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possible_points += F
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if(possible_points.len)
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,4))
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if(1)
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halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
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if(2,3)
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halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
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if(4)
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halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
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// if(5)
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// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
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if(client) client.images += halbody
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spawn(rand(50,80)) //Only seen for a brief moment.
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if(client) client.images -= halbody
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halbody = null
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if(71 to 72)
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//Fake death
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// src.sleeping_willingly = 1
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SetSleeping(20)
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hal_crit = 1
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hal_screwyhud = 1
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spawn(rand(50,100))
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// src.sleeping_willingly = 0
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SetSleeping(0)
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hal_crit = 0
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hal_screwyhud = 0
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handling_hal = 0
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/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
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if(!mocktxt)
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mocktxt = ""
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var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
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"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
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"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Site Manager IQ","Retrieve Arms",\
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"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
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if(mid_txts)
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while(mid_txts.len)
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var/mid_txt = pick(mid_txts)
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mocktxt += mid_txt
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mid_txts -= mid_txt
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while(buttons.len)
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var/button = pick(buttons)
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var/button_txt = pick(possible_txt)
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mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
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buttons -= button
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possible_txt -= button_txt
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return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
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/proc/check_panel(mob/M)
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if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
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if(M.hallucination < 15)
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return 1
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return 0*/
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/obj/effect/fake_attacker
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/obj/effect/mob_hallucination
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icon = null
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icon_state = null
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name = ""
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@@ -226,8 +74,6 @@ Gunshots/explosions/opening doors/less rare audio (done)
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anchored = 1
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opacity = 0
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var/mob/living/carbon/human/my_target = null
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var/weapon_name = null
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var/obj/item/weap = null
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var/image/stand_icon = null
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var/image/currentimage = null
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var/icon/base = null
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@@ -236,45 +82,36 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/image/left
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var/image/right
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var/image/up
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var/collapse
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var/image/down
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var/halaction
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var/health = 100
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/obj/effect/fake_attacker/attackby(var/obj/item/P as obj, mob/user as mob)
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/obj/effect/mob_hallucination/attackby(var/obj/item/P as obj, mob/user as mob)
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step_away(src,my_target,2)
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for(var/mob/M in oviewers(world.view,my_target))
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to_chat(M, "<font color='red'><B>[my_target] flails around wildly.</B></font>")
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my_target.show_message("<font color='red'><B>[src] has been attacked by [my_target] </B></font>", 1) //Lazy.
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src.health -= P.force
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my_target.show_message("<font color='red'><B>[src] has been attacked by [my_target] </B></font>", 1)
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return
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/obj/effect/fake_attacker/Crossed(var/mob/M, somenumber)
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/obj/effect/mob_hallucination/Crossed(var/mob/M, oldloc)
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if(M == my_target)
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step_away(src,my_target,2)
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if(prob(30))
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for(var/mob/O in oviewers(world.view , my_target))
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to_chat(O, "<font color='red'><B>[my_target] stumbles around.</B></font>")
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/obj/effect/fake_attacker/Initialize()
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/obj/effect/mob_hallucination/Initialize()
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. = ..()
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QDEL_IN(src, 30 SECONDS)
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step_away(src,my_target,2)
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spawn attack_loop()
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START_PROCESSING(SSobj, src)
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/obj/effect/fake_attacker/Destroy()
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/obj/effect/mob_hallucination/Destroy()
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if(my_target)
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my_target.hallucinations -= src
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/fake_attacker/proc/updateimage()
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// qdel(src.currentimage)
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/obj/effect/mob_hallucination/proc/updateimage()
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if(src.dir == NORTH)
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qdel(src.currentimage)
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src.currentimage = new /image(up,src)
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@@ -289,128 +126,64 @@ Gunshots/explosions/opening doors/less rare audio (done)
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src.currentimage = new /image(left,src)
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my_target << currentimage
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/obj/effect/mob_hallucination/process()
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var/mob/living/carbon/human/H = my_target
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sleep(rand(5,20))
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if(get_dist(src, H) == 0)
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step_away(src, H, 2)
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if(prob(50) && get_dist(src, H) > 1 && halaction != "ignoring")
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src.set_dir(get_dir(src, H))
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step_towards(src, H)
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updateimage()
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else if(prob(5))
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if(halaction == "goodvoice")
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var/list/msg_list = list("We are all one with the cosmos.", "Wow!", "I'm glad you're here.", "We're safe here.",
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"You look amazing!", "I forgive you.", "Everything is taken care of.", "You don't need to worry.", "Follow your bliss.",
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"It's all going to turn out just fine.", "The universe understands you.", "The future is all assured.", "You are healing.",
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"In a gentle way, you can shake the world...", "Endless opportunities flow from you.", "Keep going!")
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if(name != "")
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to_chat(H, "<span class='notice'>[name] says, \"[pick(msg_list)]\"</span>")
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else
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to_chat(H, "<span class='notice'>A hazy figure says, \"[pick(msg_list)]\"</span>")
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if(halaction == "badvoice")
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var/list/msg_list = list("Your friends are lying.", "You shouldn't have done that.", "Haven't you forgotten something?",
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"Mind your own business.", "They were right, you know.", "You aren't supposed to be here.", "We're watching you.", "Don't look at me.",
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"You should be ashamed of yourself.", "Get out of here!", "You disgust me.", "The world is closing in.", "It's all your fault.",
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"They're coming for you.", "It's only a matter of time.", "You ruined it.", "Nothing you do matters.", "You're wasting their time.",
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"It wasn't an accident.")
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if(name != "")
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to_chat(H, "<span class='warning'>[name] says, \"[pick(msg_list)]\"</span>")
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else
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to_chat(H, "<span class='warning'>A hazy figure says, \"[pick(msg_list)]\"</span>")
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if(halaction == "ignoring")
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step_away(src, H, 3)
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if(prob(5))
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to_chat(H, "<span class='warning'>No one seems to know you're there...</span>")
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/obj/effect/fake_attacker/proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.set_dir(get_dir(src,my_target))
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step_towards(src,my_target)
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updateimage()
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else
|
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if(prob(15))
|
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message("<font color='red'><B>[my_target] has been attacked with [weapon_name] by [src.name] </B></font>", 1)
|
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
|
||||
if(prob(33))
|
||||
if(!locate(/obj/effect/overlay) in my_target.loc)
|
||||
fake_blood(my_target)
|
||||
else
|
||||
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
|
||||
my_target.show_message("<font color='red'><B>[src.name] has punched [my_target]!</B></font>", 1)
|
||||
my_target.halloss += 4
|
||||
if(prob(33))
|
||||
if(!locate(/obj/effect/overlay) in my_target.loc)
|
||||
fake_blood(my_target)
|
||||
|
||||
if(prob(15))
|
||||
step_away(src,my_target,2)
|
||||
|
||||
/obj/effect/fake_attacker/proc/collapse()
|
||||
collapse = 1
|
||||
updateimage()
|
||||
|
||||
/proc/fake_blood(var/mob/target)
|
||||
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
|
||||
O.name = "blood"
|
||||
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
|
||||
target << I
|
||||
spawn(300)
|
||||
qdel(O)
|
||||
return
|
||||
|
||||
var/global/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_magazine/s357,\
|
||||
/obj/item/gun/energy/crossbow, /obj/item/melee/energy/sword,\
|
||||
/obj/item/storage/box/syndicate, /obj/item/storage/box/emps,\
|
||||
/obj/item/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
|
||||
/obj/item/clothing/shoes/syndigaloshes, /obj/item/card/id/syndicate,\
|
||||
/obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\
|
||||
/obj/item/chameleon, /obj/item/card/emag,\
|
||||
/obj/item/storage/toolbox/syndicate, /obj/item/aiModule,\
|
||||
/obj/item/radio/headset/syndicate, /obj/item/plastique,\
|
||||
/obj/item/powersink, /obj/item/storage/box/syndie_kit,\
|
||||
/obj/item/toy/syndicateballoon, /obj/item/gun/energy/captain,\
|
||||
/obj/item/hand_tele, /obj/item/rcd, /obj/item/tank/jetpack,\
|
||||
/obj/item/clothing/under/rank/captain, /obj/item/aicard,\
|
||||
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/disk/nuclear,\
|
||||
/obj/item/clothing/suit/space/void, /obj/item/tank)
|
||||
|
||||
/proc/fake_attack(var/mob/living/target)
|
||||
/proc/mob_hallucinate(var/mob/living/carbon/target)
|
||||
var/list/possible_clones = new/list()
|
||||
var/mob/living/carbon/human/clone = null
|
||||
var/clone_weapon = null
|
||||
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
if(H.stat || H.lying)
|
||||
continue
|
||||
possible_clones += H
|
||||
// clone = H
|
||||
// break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
|
||||
|
||||
if(!possible_clones.len)
|
||||
return
|
||||
clone = pick(possible_clones)
|
||||
if(!clone)
|
||||
return
|
||||
|
||||
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
|
||||
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
|
||||
if(clone.l_hand)
|
||||
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.l_hand.name
|
||||
F.weap = clone.l_hand
|
||||
else if (clone.r_hand)
|
||||
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.r_hand.name
|
||||
F.weap = clone.r_hand
|
||||
var/obj/effect/mob_hallucination/MH = new/obj/effect/mob_hallucination(target.loc)
|
||||
|
||||
F.name = clone.name
|
||||
F.my_target = target
|
||||
F.weapon_name = clone_weapon
|
||||
target.hallucinations += F
|
||||
MH.name = clone.name
|
||||
MH.my_target = target
|
||||
target.hallucinations += MH
|
||||
if(target.halmob_action)
|
||||
MH.halaction = target.halmob_action
|
||||
MH.left = image(clone,dir = WEST)
|
||||
MH.right = image(clone,dir = EAST)
|
||||
MH.up = image(clone,dir = NORTH)
|
||||
MH.down = image(clone,dir = SOUTH)
|
||||
|
||||
|
||||
F.left = image(clone,dir = WEST)
|
||||
F.right = image(clone,dir = EAST)
|
||||
F.up = image(clone,dir = NORTH)
|
||||
F.down = image(clone,dir = SOUTH)
|
||||
|
||||
// F.base = new /icon(clone.stand_icon)
|
||||
// F.currentimage = new /image(clone)
|
||||
|
||||
/*
|
||||
|
||||
|
||||
|
||||
F.left = new /icon(clone.stand_icon,dir=WEST)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.left.Blend(i)
|
||||
F.up = new /icon(clone.stand_icon,dir=NORTH)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.up.Blend(i)
|
||||
F.down = new /icon(clone.stand_icon,dir=SOUTH)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.down.Blend(i)
|
||||
F.right = new /icon(clone.stand_icon,dir=EAST)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.right.Blend(i)
|
||||
|
||||
target << F.up
|
||||
*/
|
||||
|
||||
F.updateimage()
|
||||
MH.updateimage()
|
||||
Reference in New Issue
Block a user