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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
284 lines
7.5 KiB
Plaintext
284 lines
7.5 KiB
Plaintext
// Use to play cinematics.
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// Watcher can be world,mob, or a list of mobs
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// Blocks until sequence is done.
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/proc/Cinematic(id,watcher,datum/callback/special_callback)
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var/datum/cinematic/playing
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for(var/V in subtypesof(/datum/cinematic))
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var/datum/cinematic/C = V
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if(initial(C.id) == id)
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playing = new V()
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break
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if(!playing)
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CRASH("Cinematic type not found")
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if(special_callback)
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playing.special_callback = special_callback
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if(watcher == world)
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playing.is_global = TRUE
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watcher = GLOB.mob_list
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playing.play(watcher)
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qdel(playing)
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/atom/movable/screen/cinematic
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icon = 'icons/effects/station_explosion.dmi'
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icon_state = "station_intact"
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plane = SPLASHSCREEN_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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screen_loc = "BOTTOM,LEFT+50%"
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appearance_flags = APPEARANCE_UI | TILE_BOUND
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/datum/cinematic
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var/id = CINEMATIC_DEFAULT
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var/list/watching = list() //List of clients watching this
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var/list/locked = list() //Who had notransform set during the cinematic
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var/is_global = FALSE //Global cinematics will override mob-specific ones
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var/atom/movable/screen/cinematic/screen
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var/datum/callback/special_callback //For special effects synced with animation (explosions after the countdown etc)
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var/cleanup_time = 30 SECONDS //How long for the final screen to remain
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var/stop_ooc = TRUE //Turns off ooc when played globally.
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/datum/cinematic/New()
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screen = new(src)
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/datum/cinematic/Destroy()
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for(var/CC in watching)
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if(!CC)
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continue
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var/client/C = CC
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C.mob.clear_fullscreen("cinematic")
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C.screen -= screen
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watching = null
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QDEL_NULL(screen)
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QDEL_NULL(special_callback)
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for(var/MM in locked)
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if(!MM)
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continue
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var/mob/M = MM
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M.notransform = FALSE
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locked = null
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return ..()
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/datum/cinematic/proc/play(watchers)
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//Check if cinematic can actually play (stop mob cinematics for global ones)
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if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PLAY_CINEMATIC, src) & COMPONENT_GLOB_BLOCK_CINEMATIC)
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return
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//We are now playing this cinematic
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//Handle what happens when a different cinematic tries to play over us
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RegisterSignal(SSdcs, COMSIG_GLOB_PLAY_CINEMATIC, PROC_REF(replacement_cinematic))
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//Pause OOC
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var/ooc_toggled = FALSE
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if(is_global && stop_ooc && GLOB.ooc_allowed)
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ooc_toggled = TRUE
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toggle_ooc(FALSE)
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//Place /atom/movable/screen/cinematic into everyone's screens, prevent them from moving
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for(var/MM in watchers)
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var/mob/M = MM
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show_to(M, M.client)
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RegisterSignal(M, COMSIG_MOB_CLIENT_LOGIN, PROC_REF(show_to))
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//Close watcher ui's
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SStgui.close_user_uis(M)
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//Actually play it
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content()
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//Cleanup
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sleep(cleanup_time)
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//Restore OOC
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if(ooc_toggled)
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toggle_ooc(TRUE)
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/datum/cinematic/proc/show_to(mob/M, client/C)
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if(!M.notransform)
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locked += M
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M.notransform = TRUE //Should this be done for non-global cinematics or even at all ?
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if(!C)
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return
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watching += C
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M.overlay_fullscreen("cinematic",/atom/movable/screen/fullscreen/cinematic_backdrop)
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C.screen += screen
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//Sound helper
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/datum/cinematic/proc/cinematic_sound(s)
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if(is_global)
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SEND_SOUND(world,s)
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else
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for(var/C in watching)
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SEND_SOUND(C,s)
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//Fire up special callback for actual effects synchronized with animation (eg real nuke explosion happens midway)
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/datum/cinematic/proc/special()
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if(special_callback)
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special_callback.Invoke()
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//Actual cinematic goes in here
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/datum/cinematic/proc/content()
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sleep(5 SECONDS)
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/datum/cinematic/proc/replacement_cinematic(datum/source, datum/cinematic/other)
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if(!is_global && other.is_global) //Allow it to play if we're local and it's global
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return NONE
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return COMPONENT_GLOB_BLOCK_CINEMATIC
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/datum/cinematic/nuke_win
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id = CINEMATIC_NUKE_WIN
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/datum/cinematic/nuke_win/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_nukewin"
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/datum/cinematic/nuke_miss
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id = CINEMATIC_NUKE_MISS
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/datum/cinematic/nuke_miss/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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flick("station_intact_fade_red",screen)
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screen.icon_state = "summary_nukefail"
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//Also used for blob
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/datum/cinematic/nuke_selfdestruct
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id = CINEMATIC_SELFDESTRUCT
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/datum/cinematic/nuke_selfdestruct/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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flick("station_explode_fade_red", screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_selfdes"
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/datum/cinematic/nuke_selfdestruct_miss
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id = CINEMATIC_SELFDESTRUCT_MISS
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/datum/cinematic/nuke_selfdestruct_miss/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "station_intact"
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/datum/cinematic/malf
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id = CINEMATIC_MALF
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/datum/cinematic/malf/content()
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flick("intro_malf",screen)
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sleep(7.6 SECONDS)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_malf"
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/datum/cinematic/cult
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id = CINEMATIC_CULT
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/datum/cinematic/cult/content()
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screen.icon_state = null
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flick("intro_cult",screen)
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sleep(2.5 SECONDS)
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cinematic_sound(sound('sound/magic/enter_blood.ogg'))
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sleep(2.8 SECONDS)
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cinematic_sound(sound('sound/machines/terminal_off.ogg'))
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sleep(2 SECONDS)
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flick("station_corrupted",screen)
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cinematic_sound(sound('sound/effects/ghost.ogg'))
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sleep(7 SECONDS)
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special()
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/datum/cinematic/cult_nuke
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id = CINEMATIC_CULT_NUKE
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/datum/cinematic/cult_nuke/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_cult"
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/datum/cinematic/cult_fail
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id = CINEMATIC_CULT_FAIL
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/datum/cinematic/cult_fail/content()
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screen.icon_state = "station_intact"
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sleep(2 SECONDS)
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cinematic_sound(sound('sound/creatures/narsie_rises.ogg'))
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sleep(6 SECONDS)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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sleep(1 SECONDS)
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cinematic_sound(sound('sound/magic/demon_dies.ogg'))
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sleep(3 SECONDS)
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special()
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/datum/cinematic/nuke_annihilation
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id = CINEMATIC_ANNIHILATION
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/datum/cinematic/nuke_annihilation/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_totala"
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/datum/cinematic/fake
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id = CINEMATIC_NUKE_FAKE
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cleanup_time = 10 SECONDS
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/datum/cinematic/fake/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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cinematic_sound(sound('sound/items/bikehorn.ogg'))
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flick("summary_selfdes",screen) //???
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special()
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/datum/cinematic/no_core
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id = CINEMATIC_NUKE_NO_CORE
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cleanup_time = 10 SECONDS
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/datum/cinematic/no_core/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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flick("station_intact",screen)
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cinematic_sound(sound('sound/ambience/signal.ogg'))
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sleep(10 SECONDS)
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/datum/cinematic/nuke_far
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id = CINEMATIC_NUKE_FAR
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cleanup_time = 0 SECONDS
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/datum/cinematic/nuke_far/content()
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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/datum/cinematic/clownop
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id = CINEMATIC_NUKE_CLOWNOP
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cleanup_time = 10 SECONDS
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/datum/cinematic/clownop/content()
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flick("intro_nuke",screen)
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sleep(3.5 SECONDS)
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cinematic_sound(sound('sound/items/airhorn.ogg'))
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flick("summary_selfdes",screen) //???
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special()
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/* Intended usage.
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Nuke.Explosion()
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-> Cinematic(NUKE_BOOM,world)
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-> ActualExplosion()
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-> Mode.OnExplosion()
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Narsie()
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-> Cinematic(CULT,world)
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*/
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