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* initialWorkAndSprites * fixes * Update holy_weapons.dm * Update belt.dmi * Update holy_weapons.dm * functionality * Update holy_weapons.dm * reactionandaim * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm * Update holy_weapons.dm
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon_state = "extinguish"
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pass_flags = PASSTABLE | PASSMACHINES | PASSCOMPUTER | PASSSTRUCTURE | PASSGRILLE | PASSBLOB
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var/life = 15
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/particle_effect/water/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 70)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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if (--src.life < 1)
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qdel(src)
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return FALSE
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return ..()
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(reagents)
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reagents.reaction(A)
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return ..()
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = FALSE
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/obj/effect/particle_effect/steam/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 20)
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/datum/effect_system/steam_spread
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effect_type = /obj/effect/particle_effect/steam
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