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