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round actually ends on narsie & time defines (#14207)
* round actually ends on narsie * time defines * time defines
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@@ -63,7 +63,7 @@
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SEND_SOUND(usr, get_sfx("terminal_type"))
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transform = turn(matrix() * 0.9, pick(-8, 8))
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alpha = 200
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animate(src, transform = matrix(), time=4, alpha=255)
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animate(src, transform = matrix(), time=0.4 SECONDS, alpha=255)
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return TRUE
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//Hide/Show Action Buttons ... Button
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@@ -62,7 +62,7 @@
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if(client && hud_used)
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hud_used.reorganize_alerts()
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thealert.transform = matrix(32, 6, MATRIX_TRANSLATE)
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animate(thealert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
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animate(thealert, transform = matrix(), time = 0.25 SECONDS, easing = CUBIC_EASING)
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if(thealert.timeout)
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addtimer(CALLBACK(src, .proc/alert_timeout, thealert, category), thealert.timeout)
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@@ -378,7 +378,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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if(sac_objective && !sac_objective.check_completion())
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if(icon_state == "runed_sense0")
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return
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animate(src, transform = null, time = 1, loop = 0)
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animate(src, transform = null, time = 0.1 SECONDS, loop = 0)
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angle = 0
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cut_overlays()
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icon_state = "runed_sense0"
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@@ -391,7 +391,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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desc = "The sacrifice is complete, summon Nar-Sie! The summoning can only take place in [english_list(summon_objective.summon_spots)]!"
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if(icon_state == "runed_sense1")
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return
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animate(src, transform = null, time = 1, loop = 0)
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animate(src, transform = null, time = 0.1 SECONDS, loop = 0)
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angle = 0
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cut_overlays()
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icon_state = "runed_sense1"
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@@ -440,7 +440,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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return
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var/matrix/final = matrix(transform)
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final.Turn(difference)
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animate(src, transform = final, time = 5, loop = 0)
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animate(src, transform = final, time = 0.5 SECONDS, loop = 0)
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@@ -1,7 +1,7 @@
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#define CREDIT_ROLL_SPEED 60
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#define CREDIT_SPAWN_SPEED 4
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#define CREDIT_ROLL_SPEED 6 SECONDS
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#define CREDIT_SPAWN_SPEED 0.4 SECONDS
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#define CREDIT_ANIMATE_HEIGHT (16 * world.icon_size) //13 would cause credits to get stacked at the top of the screen, so we let them go past the top edge
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#define CREDIT_EASE_DURATION 12
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#define CREDIT_EASE_DURATION 1.2 SECONDS
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GLOBAL_LIST(end_titles)
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@@ -20,7 +20,7 @@
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return screen
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/mob/proc/clear_fullscreen(category, animated = 10)
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/mob/proc/clear_fullscreen(category, animated = 1 SECONDS)
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var/obj/screen/fullscreen/screen = screens[category]
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if(!screen)
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return
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@@ -167,7 +167,7 @@
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L.transform = newtransform
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animate(L, transform = L.transform, time = 0, loop = -1, flags = ANIMATION_END_NOW)
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animate(L, transform = L.transform, time = 0 SECONDS, loop = -1, flags = ANIMATION_END_NOW)
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animate(transform = matrix(), time = T)
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/datum/hud/proc/update_parallax()
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@@ -715,10 +715,10 @@
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if(QDELETED(src))
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return
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if(out)
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animate(src, alpha = 0, time = 30)
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animate(src, alpha = 0, time = 3 SECONDS)
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else
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alpha = 0
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animate(src, alpha = 255, time = 30)
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animate(src, alpha = 255, time = 3 SECONDS)
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if(qdel_after)
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QDEL_IN(src, 30)
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