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Updates flashbangs and flash/flare rounds to take advantage of new lighting.
Main improvement is somewhat brighter flashes, coloured flares.
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@@ -14,7 +14,7 @@
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kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
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var/flash_range = 0
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var/brightness = 7
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var/light_duration = 5
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var/light_colour = "#ffffff"
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/obj/item/projectile/energy/flash/on_impact(var/atom/A)
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var/turf/T = flash_range? src.loc : get_turf(A)
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@@ -29,16 +29,25 @@
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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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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/sparks(T)
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new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
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var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/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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//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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damage = 10
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flash_range = 1
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brightness = 9 //similar to a flare
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light_duration = 200
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brightness = 15
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/obj/item/projectile/energy/flash/flare/on_impact(var/atom/A)
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light_colour = pick("#e58775", "#ffffff", "#90ff90", "#a09030")
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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, range=8, power=3, color=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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