This commit is contained in:
DeityLink
2015-07-19 19:42:37 +02:00
parent 84ce65b35f
commit b6281d75c6

View File

@@ -31,185 +31,186 @@ var/list/beam_master = list()
var/turf/last = null
kill_count = 6
proc/adjustAngle(angle)
angle = round(angle) + 45
if(angle > 180)
angle -= 180
else
angle += 180
if(!angle)
angle = 1
/*if(angle < 0)
//angle = (round(abs(get_angle(A, user))) + 45) - 90
angle = round(angle) + 45 + 180
else
angle = round(angle) + 45*/
return angle
/obj/item/projectile/beam/lightning/proc/adjustAngle(angle)
angle = round(angle) + 45
if(angle > 180)
angle -= 180
else
angle += 180
if(!angle)
angle = 1
/*if(angle < 0)
//angle = (round(abs(get_angle(A, user))) + 45) - 90
angle = round(angle) + 45 + 180
else
angle = round(angle) + 45*/
return angle
process()
icon_state = "lightning"
var/first = 1 //So we don't make the overlay in the same tile as the firer
var/broke = 0
var/broken
var/atom/curr = current
var/Angle=round(Get_Angle(firer,curr))
var/icon/I=new('icons/obj/lightning.dmi',icon_state)
var/icon/Istart=new('icons/obj/lightning.dmi',"[icon_state]start")
var/icon/Iend=new('icons/obj/lightning.dmi',"[icon_state]end")
I.Turn(Angle+45)
Istart.Turn(Angle+45)
Iend.Turn(Angle+45)
var/DX=(32*curr.x+curr.pixel_x)-(32*firer.x+firer.pixel_x)
var/DY=(32*curr.y+curr.pixel_y)-(32*firer.y+firer.pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
var/count = 0
var/turf/T = get_turf(src)
for(N,N<length,N+=32)
if(count >= kill_count)
break
count++
var/obj/effect/overlay/beam/X=new(T)
X.BeamSource=src
if((N+64>length) && (N+32<=length))
X.icon=Iend
else if(N==0)
X.icon=Istart
else if(N+32>length)
X.icon=null
/obj/item/projectile/beam/lightning/process()
icon_state = "lightning"
var/first = 1 //So we don't make the overlay in the same tile as the firer
var/broke = 0
var/broken
var/atom/curr = current
var/Angle=round(Get_Angle(firer,curr))
var/icon/I=new('icons/obj/lightning.dmi',icon_state)
var/icon/Istart=new('icons/obj/lightning.dmi',"[icon_state]start")
var/icon/Iend=new('icons/obj/lightning.dmi',"[icon_state]end")
I.Turn(Angle+45)
Istart.Turn(Angle+45)
Iend.Turn(Angle+45)
var/DX=(32*curr.x+curr.pixel_x)-(32*firer.x+firer.pixel_x)
var/DY=(32*curr.y+curr.pixel_y)-(32*firer.y+firer.pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
var/count = 0
var/turf/T = get_turf(src)
for(N,N<length,N+=32)
if(count >= kill_count)
break
count++
var/obj/effect/overlay/beam/X=new(T)
X.BeamSource=src
if((N+64>length) && (N+32<=length))
X.icon=Iend
else if(N==0)
X.icon=Istart
else if(N+32>length)
X.icon=null
else
X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
//Now that we've calculated the total offset in pixels, we move each beam parts to their closest corresponding turfs
var/x_increm = 0
var/y_increm = 0
while(Pixel_x >= 32 || Pixel_x <= -32)
if(Pixel_x > 0)
Pixel_x -= 32
x_increm++
else
X.icon=I
Pixel_x += 32
x_increm--
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
while(Pixel_y >= 32 || Pixel_y <= -32)
if(Pixel_y > 0)
Pixel_y -= 32
y_increm++
else
Pixel_y += 32
y_increm--
//Now that we've calculated the total offset in pixels, we move each beam parts to their closest corresponding turfs
var/x_increm = 0
var/y_increm = 0
X.x += x_increm
X.y += y_increm
while(Pixel_x >= 32 || Pixel_x <= -32)
if(Pixel_x > 0)
Pixel_x -= 32
x_increm++
else
Pixel_x += 32
x_increm--
while(Pixel_y >= 32 || Pixel_y <= -32)
if(Pixel_y > 0)
Pixel_y -= 32
y_increm++
else
Pixel_y += 32
y_increm--
X.x += x_increm
X.y += y_increm
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
var/turf/TT = get_turf(X.loc)
if(TT == firer.loc)
continue
if(TT.density)
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
var/turf/TT = get_turf(X.loc)
if(TT == firer.loc)
continue
if(TT.density)
del(X)
break
for(var/atom/O in TT)
if(!O.CanPass(src))
del(X)
broke = 1
break
for(var/atom/O in TT)
if(!O.CanPass(src))
for(var/mob/living/O in TT.contents)
if(istype(O, /mob/living))
if(O.density)
del(X)
broke = 1
break
for(var/mob/living/O in TT.contents)
if(istype(O, /mob/living))
if(O.density)
del(X)
broke = 1
break
if(broke)
if(X)
del(X)
break
spawn
while(loc) //Move until we hit something
if(first)
icon = midicon
if((!( current ) || loc == current)) //If we pass our target
broken = 1
icon = endicon
tang = adjustAngle(get_angle(original,current))
if(tang > 180)
tang -= 180
else
tang += 180
icon_state = "[tang]"
var/turf/simulated/floor/f = current
if(f && istype(f))
f.break_tile()
f.hotspot_expose(1000,CELL_VOLUME,surfaces=1)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
//world << "deleting"
//del(src) //Delete if it passes the world edge
broken = 1
return
if(kill_count < 1)
//world << "deleting"
//del(src)
broken = 1
kill_count--
//world << "[x] [y]"
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
icon = endicon
if(!broken)
tang = adjustAngle(get_angle(original,current))
if(tang > 180)
tang -= 180
else
tang += 180
icon_state = "[tang]"
Bump(original)
first = 0
if(broken)
//world << "breaking"
break
if(broke)
if(X)
del(X)
break
spawn
while(loc) //Move until we hit something
if(first)
icon = midicon
if((!( current ) || loc == current)) //If we pass our target
broken = 1
icon = endicon
tang = adjustAngle(get_angle(original,current))
if(tang > 180)
tang -= 180
else
last = get_turf(src.loc)
step_towards(src, current) //Move~
if(src.loc != current)
tang = adjustAngle(get_angle(src.loc,current))
icon_state = "[tang]"
//del(src)
returnToPool(src)
return
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
//world << "setting invisibility"
sleep(50)
src.invisibility = 101
return*/
on_hit(atom/target, blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
M.playsound_local(src, "explosion", 50, 1)
..()
tang += 180
icon_state = "[tang]"
var/turf/simulated/floor/f = current
if(f && istype(f))
f.break_tile()
f.hotspot_expose(1000,CELL_VOLUME,surfaces=1)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
//world << "deleting"
//del(src) //Delete if it passes the world edge
broken = 1
return
if(kill_count < 1)
//world << "deleting"
//del(src)
broken = 1
kill_count--
//world << "[x] [y]"
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
icon = endicon
if(!broken)
tang = adjustAngle(get_angle(original,current))
if(tang > 180)
tang -= 180
else
tang += 180
icon_state = "[tang]"
Bump(original)
first = 0
if(broken)
//world << "breaking"
break
else
last = get_turf(src.loc)
step_towards(src, current) //Move~
if(src.loc != current)
tang = adjustAngle(get_angle(src.loc,current))
icon_state = "[tang]"
//del(src)
returnToPool(src)
return
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
//world << "setting invisibility"
sleep(50)
src.invisibility = 101
return*/
/obj/item/projectile/beam/lightning/on_hit(atom/target, blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
M.playsound_local(src, "explosion", 50, 1)
..()
/obj/item/projectile/beam
name = "laser"