replaces weight machine sprites with TG's and subsequently wipes a portion of the goon file's existence (#15829)

* basedado

* becnhpress
This commit is contained in:
zeroisthebiggay
2022-09-01 00:38:44 -04:00
committed by GitHub
parent d20cd01448
commit 7aeec9b083
6 changed files with 25 additions and 19 deletions

View File

@@ -1,7 +1,7 @@
/obj/structure/punching_bag /obj/structure/punching_bag
name = "punching bag" name = "punching bag"
desc = "A punching bag. Can you get to speed level 4???" desc = "A punching bag. Can you get to speed level 4???"
icon = 'goon/icons/obj/fitness.dmi' icon = 'icons/obj/fitness.dmi'
icon_state = "punchingbag" icon_state = "punchingbag"
anchored = TRUE anchored = TRUE
layer = WALL_OBJ_LAYER layer = WALL_OBJ_LAYER
@@ -12,7 +12,7 @@
. = ..() . = ..()
if(.) if(.)
return return
flick("[icon_state]2", src) flick("[icon_state]-punch", src)
playsound(loc, pick(hit_sounds), 25, 1, -1) playsound(loc, pick(hit_sounds), 25, 1, -1)
if(isliving(user)) if(isliving(user))
var/mob/living/L = user var/mob/living/L = user
@@ -20,15 +20,24 @@
L.apply_status_effect(STATUS_EFFECT_EXERCISED) L.apply_status_effect(STATUS_EFFECT_EXERCISED)
/obj/structure/weightmachine /obj/structure/weightmachine
name = "Weight Machine"
desc = "Just looking at this thing makes you feel tired." desc = "Just looking at this thing makes you feel tired."
icon = 'icons/obj/fitness.dmi'
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
var/icon_state_inuse
/obj/structure/weightmachine/proc/AnimateMachine(mob/living/user) /obj/structure/weightmachine/proc/AnimateMachine(mob/living/user)
return return
/obj/structure/weightmachine/update_icon_state()
. = ..()
icon_state = (obj_flags & IN_USE) ? "[base_icon_state]-u" : base_icon_state
/obj/structure/weightmachine/update_overlays()
. = ..()
if(obj_flags & IN_USE)
. += mutable_appearance(icon, "[base_icon_state]-o", layer = ABOVE_MOB_LAYER, alpha = src.alpha)
/obj/structure/weightmachine/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags) /obj/structure/weightmachine/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..() . = ..()
if(.) if(.)
@@ -38,7 +47,7 @@
return return
else else
obj_flags |= IN_USE obj_flags |= IN_USE
icon_state = icon_state_inuse update_appearance()
user.setDir(SOUTH) user.setDir(SOUTH)
user.Stun(80) user.Stun(80)
user.forceMove(src.loc) user.forceMove(src.loc)
@@ -48,17 +57,17 @@
playsound(user, 'sound/machines/click.ogg', 60, 1) playsound(user, 'sound/machines/click.ogg', 60, 1)
obj_flags &= ~IN_USE obj_flags &= ~IN_USE
update_appearance()
user.pixel_y = 0 user.pixel_y = 0
var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!") var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "exercise", /datum/mood_event/exercise) SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "exercise", /datum/mood_event/exercise)
icon_state = initial(icon_state)
to_chat(user, finishmessage) to_chat(user, finishmessage)
user.apply_status_effect(STATUS_EFFECT_EXERCISED) user.apply_status_effect(STATUS_EFFECT_EXERCISED)
/obj/structure/weightmachine/stacklifter /obj/structure/weightmachine/stacklifter
icon = 'goon/icons/obj/fitness.dmi' name = "chest press machine"
icon_state = "fitnesslifter" icon_state = "stacklifter"
icon_state_inuse = "fitnesslifter2" base_icon_state = "stacklifter"
/obj/structure/weightmachine/stacklifter/AnimateMachine(mob/living/user) /obj/structure/weightmachine/stacklifter/AnimateMachine(mob/living/user)
var/lifts = 0 var/lifts = 0
@@ -69,27 +78,24 @@
animate(user, pixel_y = -2, time = 3) animate(user, pixel_y = -2, time = 3)
sleep(3) sleep(3)
animate(user, pixel_y = -4, time = 3) animate(user, pixel_y = -4, time = 3)
sleep(3) sleep(2)
playsound(user, 'goon/sound/effects/spring.ogg', 60, 1) playsound(user, 'sound/machines/creak.ogg', 60, 1)
/obj/structure/weightmachine/weightlifter /obj/structure/weightmachine/weightlifter
icon = 'goon/icons/obj/fitness.dmi' name = "inline bench press"
icon_state = "fitnessweight" icon_state = "benchpress"
icon_state_inuse = "fitnessweight-c" base_icon_state = "benchpress"
/obj/structure/weightmachine/weightlifter/AnimateMachine(mob/living/user) /obj/structure/weightmachine/weightlifter/AnimateMachine(mob/living/user)
var/mutable_appearance/swole_overlay = mutable_appearance(icon, "fitnessweight-w", WALL_OBJ_LAYER)
add_overlay(swole_overlay)
var/reps = 0 var/reps = 0
user.pixel_y = 5 user.pixel_y = 5
while (reps++ < 6) while (reps++ < 6)
if (user.loc != src.loc) if (user.loc != src.loc)
break break
for (var/innerReps = max(reps, 1), innerReps > 0, innerReps--) for (var/innerReps = max(reps, 1), innerReps > 0, innerReps--)
sleep(3) sleep(4)
animate(user, pixel_y = (user.pixel_y == 3) ? 5 : 3, time = 3) animate(user, pixel_y = (user.pixel_y == 3) ? 5 : 3, time = 3)
playsound(user, 'goon/sound/effects/spring.ogg', 60, 1) playsound(user, 'sound/machines/creak.ogg', 60, 1)
sleep(3) sleep(3)
animate(user, pixel_y = 2, time = 3) animate(user, pixel_y = 2, time = 3)
sleep(3) sleep(3)
cut_overlay(swole_overlay)

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