mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-27 06:00:23 +01:00
Merge branch 'master' into upstream-merge-8124
This commit is contained in:
@@ -203,6 +203,7 @@
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desc = "Weird glowing organic growth."
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layer = ABOVE_TURF_LAYER+0.01
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light_range = NODERANGE
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light_on = TRUE
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var/node_range = NODERANGE
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var/set_color = "#321D37"
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@@ -87,10 +87,10 @@ var/global/list/image/splatter_cache=list()
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if(!S.blood_DNA)
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S.blood_DNA = list()
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S.blood_overlay.color = basecolor
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S.overlays += S.blood_overlay
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S.add_overlay(S.blood_overlay)
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if(S.blood_overlay && S.blood_overlay.color != basecolor)
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S.blood_overlay.color = basecolor
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S.overlays += S.blood_overlay
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S.add_overlay(S.blood_overlay)
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S.blood_DNA |= blood_DNA.Copy()
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perp.update_inv_shoes()
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@@ -191,8 +191,8 @@ var/global/list/image/splatter_cache=list()
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blood.Blend(basecolor,ICON_MULTIPLY)
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icon = blood
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overlays.Cut()
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overlays += giblets
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cut_overlays()
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add_overlay(giblets)
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -129,7 +129,7 @@ var/global/list/image/fluidtrack_cache=list()
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update_icon()
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update_icon()
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overlays.Cut()
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cut_overlays()
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color = "#FFFFFF"
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var/truedir=0
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@@ -150,7 +150,7 @@ var/global/list/image/fluidtrack_cache=list()
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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add_overlay(I)
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updatedtracks=0 // Clear our memory of updated tracks.
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/obj/effect/decal/cleanable/blood/tracks/footprints
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@@ -24,7 +24,7 @@
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mainOverlay.Blend(main,ICON_ADD)
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shadeOverlay.Blend(shade,ICON_ADD)
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overlays += mainOverlay
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overlays += shadeOverlay
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add_overlay(mainOverlay)
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add_overlay(shadeOverlay)
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add_hiddenprint(usr)
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@@ -6,5 +6,5 @@
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var/turf/T=get_turf(src)
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var/image/I=image(icon, icon_state = icon_state, dir = dir)
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I.color=color
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T.overlays += I
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T.add_overlay(I)
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return INITIALIZE_HINT_QDEL
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@@ -4,7 +4,8 @@ defined, then set up when it is created with New(). Then this same system can ju
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it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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would spawn and follow the beaker, even if it is carried or thrown.
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*/
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/obj/effect
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light_on = TRUE
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/obj/effect/effect
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name = "effect"
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@@ -12,6 +13,8 @@ would spawn and follow the beaker, even if it is carried or thrown.
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mouse_opacity = 0
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unacidable = 1//So effect are not targeted by alien acid.
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pass_flags = PASSTABLE | PASSGRILLE
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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light_on = TRUE
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/datum/effect/effect/system
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var/number = 3
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@@ -7,6 +7,7 @@
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light_range = 3
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light_power = 1
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light_color = "#FFFFFF"
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light_on = TRUE
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/obj/effect/map_effect/perma_light/brighter
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name = "permanent light (bright)"
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@@ -25,4 +26,14 @@
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/obj/effect/map_effect/perma_light/concentrated/incandescent
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name = "permanent light (concentrated incandescent)"
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light_color = LIGHT_COLOR_INCANDESCENT_TUBE
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light_color = LIGHT_COLOR_INCANDESCENT_TUBE
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// VOREStation Addition Start
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/obj/effect/map_effect/perma_light/gateway
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name = "permanent light (gateway)"
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icon_state = "permalight"
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light_range = 10
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light_power = 5
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light_color = "#b6cdff"
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// VOREStation Addition End
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@@ -61,4 +61,42 @@
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/obj/effect/temporary_effect/lightning_strike/Initialize()
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icon_state += "[rand(1,2)]" // To have two variants of lightning sprites.
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animate(src, alpha = 0, time = time_to_die - 1)
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. = ..()
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. = ..()
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/obj/effect/dummy/lighting_obj
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name = "lighting fx obj"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_system = MOVABLE_LIGHT
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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light_color = COLOR_WHITE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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light_on = TRUE
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blocks_emissive = FALSE
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/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
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. = ..()
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if(!isnull(_range))
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set_light_range(_range)
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if(!isnull(_power))
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set_light_power(_power)
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if(!isnull(_color))
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set_light_color(_color)
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if(_duration)
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QDEL_IN(src, _duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting fx"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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/obj/effect/dummy/lighting_obj/moblight/fire
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name = "fire"
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light_color = LIGHT_COLOR_FIRE
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light_range = LIGHT_RANGE_FIRE
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/obj/effect/abstract/directional_lighting
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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@@ -109,3 +109,48 @@
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plane = PLANE_LIGHTING_ABOVE
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pixel_x = -32
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pixel_y = -32
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/obj/effect/overlay/vis
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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vis_flags = VIS_INHERIT_DIR
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///When detected to be unused it gets set to world.time, after a while it gets removed
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var/unused = 0
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///overlays which go unused for this amount of time get cleaned up
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var/cache_expiration = 2 MINUTES
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/*
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/obj/effect/overlay/atmos_excited
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name = "excited group"
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icon = null
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icon_state = null
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anchored = TRUE // should only appear in vis_contents, but to be safe
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appearance_flags = RESET_TRANSFORM | TILE_BOUND
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invisibility = INVISIBILITY_ABSTRACT
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = ATMOS_GROUP_PLANE
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*/
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/obj/effect/overlay/light_visible
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name = ""
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icon = 'icons/effects/light_overlays/light_32.dmi'
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icon_state = "light"
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plane = PLANE_O_LIGHTING_VISUAL
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appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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alpha = 0
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vis_flags = NONE
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blocks_emissive = FALSE
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/obj/effect/overlay/light_cone
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name = ""
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icon = 'icons/effects/light_overlays/light_cone.dmi'
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icon_state = "light"
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plane = PLANE_O_LIGHTING_VISUAL
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appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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vis_flags = NONE
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alpha = 110
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blocks_emissive = FALSE
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