mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-27 23:28:10 +01:00
@@ -12,7 +12,7 @@
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*/
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/obj/effect/alien
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name = "alien thing"
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desc = "theres something alien about this"
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desc = "there's something alien about this"
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icon = 'icons/mob/alien.dmi'
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/*
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@@ -20,7 +20,7 @@
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*/
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/obj/effect/alien/resin
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name = "magmellite coating"
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desc = "Looks like some kind of crystaline growth."
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desc = "Looks like some kind of crystalline growth."
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icon_state = "resin"
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density = 1
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@@ -32,7 +32,7 @@
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/obj/effect/alien/resin/wall
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name = "magmellite wall"
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desc = "Matter reformed into a crystaline wall."
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desc = "Matter reformed into a crystalline wall."
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icon_state = "resinwall" //same as resin, but consistency ho!
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/obj/effect/alien/resin/membrane
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@@ -73,7 +73,7 @@
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smokeFlow() //pathing check
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//set the density of the cloud - for diluting reagents
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density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it cant multiply the reagents
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density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it can't multiply the reagents
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//Admin messaging
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var/contained = carry.get_reagents()
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@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(all_beam_points)
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// General variables.
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var/list/my_beams = list() // Instances of beams. Deleting one will kill the beam.
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var/id = "A" // Two beam_points must share the same ID to be connected to each other.
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var/max_beams = 10 // How many concurrent beams to seperate beam_points to have at once. Set to zero to only act as targets for other beam_points.
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var/max_beams = 10 // How many concurrent beams to separate beam_points to have at once. Set to zero to only act as targets for other beam_points.
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var/seek_range = 7 // How far to look for an end beam_point when not having a beam. Defaults to screen height/width. Make sure this is below beam_max_distance.
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// Controls how and when the beam is created.
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@@ -30,14 +30,14 @@ Portals also have some limitations to be aware of when mapping. Some of these ar
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- Sounds currently are not carried across portals.
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- Mismatched lighting between each portal end can make the portal look obvious.
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- Portals look weird when observing as a ghost, or otherwise when able to see through walls. Meson vision will also spoil the illusion.
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- Walls that change icons based on neightboring walls can give away that a portal is nearby if both sides don't have a similar transition.
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- Walls that change icons based on neighboring walls can give away that a portal is nearby if both sides don't have a similar transition.
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- Projectiles that pass through portals will generally work as intended, however aiming and firing upon someone on the other side of a portal
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will likely be weird due to the click targeting the real position of the thing clicked instead of the apparent position.
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Thrown objects suffer a similar fate.
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- The tiles that are visually shown across a portal are determined based on visibility at the time of portal initialization,
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and currently don't update, meaning that opacity changes are not reflected, e.g. a wall is deconstructed, or an airlock is opened.
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- There is currently a small but somewhat noticable pause in mob movement when moving across a portal,
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as a result of the mob's glide animation being inturrupted by a teleport.
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- There is currently a small but somewhat noticeable pause in mob movement when moving across a portal,
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as a result of the mob's glide animation being interrupted by a teleport.
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- Gas is not transferred through portals, and ZAS is oblivious to them.
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A lot of those limitations can potentially be solved with some more work. Otherwise, portals work best in static environments like Points of Interest,
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@@ -1,4 +1,4 @@
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// Constantly emites radiation from the tile it's placed on.
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// Constantly emits radiation from the tile it's placed on.
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/obj/effect/map_effect/radiation_emitter
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name = "radiation emitter"
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icon_state = "radiation_emitter"
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@@ -3,7 +3,7 @@
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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invisibility = 99 // nope cant see this shit
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invisibility = 99 // nope can't see this shit
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plane = ABOVE_PLANE
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anchored = 1
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