Files
Yogstation/code/modules/particles/byond_particles/particle_holder.dm
Chubbygummibear 0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* 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 commit 2d14fbae66.

* 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 commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* 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 commit b3fb3ba0db.

* 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 commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* 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 commit a8ff8d63aa.

* 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>
2024-02-18 13:16:55 -06:00

83 lines
3.2 KiB
Plaintext

/obj/emitter
appearance_flags = LONG_GLIDE | KEEP_APART | TILE_BOUND | PIXEL_SCALE
layer = ABOVE_ALL_MOB_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
/// If we're inside something inside a mob, display off that mob too
#define PARTICLE_ATTACH_MOB (1<<0)
///objects can only have one particle on them at a time, so we use these abstract effects to hold and display the effects. You know, so multiple particle effects can exist at once.
///also because some objects do not display particles due to how their visuals are built
/obj/effect/abstract/particle_holder
name = "particle holder"
desc = "How are you reading this? Please make a bug report :)"
appearance_flags = KEEP_APART|KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE //movable appearance_flags plus KEEP_APART and KEEP_TOGETHER
vis_flags = VIS_INHERIT_PLANE
layer = ABOVE_ALL_MOB_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
/// Holds info about how this particle emitter works
/// See \code\__DEFINES\particles.dm
var/particle_flags = NONE
///list of all particle emitters
var/list/emitters = list()
var/atom/parent
/obj/effect/abstract/particle_holder/Initialize(mapload, particle_path = /particles/smoke, particle_flags = NONE)
. = ..()
if(!loc)
stack_trace("particle holder was created with no loc!")
return INITIALIZE_HINT_QDEL
// We nullspace ourselves because some objects use their contents (e.g. storage) and some items may drop everything in their contents on deconstruct.
parent = loc
loc = null
// Mouse opacity can get set to opaque by some objects when placed into the object's contents (storage containers).
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
src.particle_flags = particle_flags
particles = new particle_path()
// /atom doesn't have vis_contents, /turf and /atom/movable do
var/atom/movable/lie_about_areas = parent
lie_about_areas.vis_contents += src
RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(parent_deleted))
if(particle_flags & PARTICLE_ATTACH_MOB)
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
on_move(parent, null, NORTH)
/obj/effect/abstract/particle_holder/Destroy(force)
QDEL_NULL(emitters)
QDEL_NULL(particles)
parent = null
return ..()
/// Non movables don't delete contents on destroy, so we gotta do this
/obj/effect/abstract/particle_holder/proc/parent_deleted(datum/source)
SIGNAL_HANDLER
qdel(src)
/// signal called when a parent that's been hooked into this moves
/// does a variety of checks to ensure overrides work out properly
/obj/effect/abstract/particle_holder/proc/on_move(atom/movable/attached, atom/oldloc, direction)
SIGNAL_HANDLER
if(!(particle_flags & PARTICLE_ATTACH_MOB))
return
//remove old
if(ismob(oldloc))
var/mob/particle_mob = oldloc
particle_mob.vis_contents -= src
// If we're sitting in a mob, we want to emit from it too, for vibes and shit
if(ismob(attached.loc))
var/mob/particle_mob = attached.loc
particle_mob.vis_contents += src
/// Sets the particles position to the passed coordinate list (X, Y, Z)
/// See [https://www.byond.com/docs/ref/#/{notes}/particles] for position documentation
/obj/effect/abstract/particle_holder/proc/set_particle_position(list/pos)
particles.position = pos