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* Adds grep for mapload and var in Args * vars in args * some more * stuff * Update shuttle_creator.dm * Update __techweb_helpers.dm * fix * Update discoball.dm * Update check_grep.sh * Update check_grep.sh * Update check_grep.sh * Update check_grep.sh * I'll finish this later * datum and lateinit maploads * componentinit stuff * mapload fixes * why isnt CI catching these major issues * MERGE CONFLICT FUCKED MY PR OVER * Update check_grep.sh * Update food.dm
77 lines
2.1 KiB
Plaintext
77 lines
2.1 KiB
Plaintext
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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defined, then set up when it is created with New(). Then this same system can just be reused each time
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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/particle_effect
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name = "particle effect"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pass_flags = PASSTABLE | PASSGRILLE
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anchored = TRUE
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/obj/effect/particle_effect/Initialize(mapload)
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. = ..()
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GLOB.cameranet.updateVisibility(src)
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/obj/effect/particle_effect/Destroy()
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GLOB.cameranet.updateVisibility(src)
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return ..()
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/obj/effect/particle_effect/newtonian_move() // Prevents effects from getting registered for SSspacedrift
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return TRUE
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/datum/effect_system
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var/number = 3
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var/cardinals = FALSE
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var/turf/location
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var/atom/holder
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var/effect_type
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var/total_effects = 0
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var/autocleanup = FALSE //will delete itself after use
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/datum/effect_system/Destroy()
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holder = null
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location = null
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return ..()
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/datum/effect_system/proc/set_up(number = 3, cardinals_only = FALSE, location)
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src.number = min(number, 10)
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src.cardinals = cardinals_only
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src.location = get_turf(location)
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/datum/effect_system/proc/attach(atom/atom)
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holder = atom
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/datum/effect_system/proc/start()
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if(QDELETED(src))
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return
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for(var/i in 1 to number)
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if(total_effects > 20)
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return
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INVOKE_ASYNC(src, PROC_REF(generate_effect))
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/datum/effect_system/proc/generate_effect()
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if(holder)
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location = get_turf(holder)
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var/obj/effect/E = new effect_type(location)
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total_effects++
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var/direction
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if(cardinals)
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direction = pick(GLOB.cardinals)
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else
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direction = pick(GLOB.alldirs)
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var/steps_amt = pick(1,2,3)
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for(var/j in 1 to steps_amt)
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sleep(0.5 SECONDS)
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step(E,direction)
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if(!QDELETED(src))
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addtimer(CALLBACK(src, PROC_REF(decrement_total_effect)), 20)
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/datum/effect_system/proc/decrement_total_effect()
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total_effects--
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if(autocleanup && total_effects <= 0)
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qdel(src)
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