/* Ideas for the subtle effects of hallucination: Light up oxygen/plasma indicators (done) Cause health to look critical/dead, even when standing (done) Characters silently watching you Brief flashes of fire/space/bombs/c4/dangerous shit (done) Items that are rare/traitorous/don't exist appearing in your inventory slots (done) Strange audio (should be rare) (done) Gunshots/explosions/opening doors/less rare audio (done) */ mob/living/carbon/var image/halimage image/halbody obj/halitem hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator handling_hal = 0 hal_crit = 0 mob/living/carbon/proc/handle_hallucinations() if(handling_hal) return handling_hal = 1 while(hallucination > 20) sleep(rand(200,500)/(hallucination/25)) var/halpick = rand(1,100) switch(halpick) if(0 to 15) //Screwy HUD //src << "Screwy HUD" hal_screwyhud = pick(1,2,3,3,4,4) spawn(rand(100,250)) hal_screwyhud = 0 if(16 to 25) //Strange items //src << "Traitor Items" if(!halitem) halitem = new var/list/slots_free = list(ui_lhand,ui_rhand) if(l_hand) slots_free -= ui_lhand if(r_hand) slots_free -= ui_rhand if(istype(src,/mob/living/carbon/human)) var/mob/living/carbon/human/H = src if(!H.belt) slots_free += ui_belt if(!H.l_store) slots_free += ui_storage1 if(!H.r_store) slots_free += ui_storage2 if(slots_free.len) halitem.screen_loc = pick(slots_free) halitem.layer = 50 switch(rand(1,6)) if(1) //revolver halitem.icon = 'gun.dmi' halitem.icon_state = "revolver" halitem.name = "Revolver" if(2) //c4 halitem.icon = 'assemblies.dmi' halitem.icon_state = "plastic-explosive0" halitem.name = "Mysterious Package" if(prob(25)) halitem.icon_state = "c4small_1" if(3) //sword halitem.icon = 'weapons.dmi' halitem.icon_state = "sword1" halitem.name = "Sword" if(4) //stun baton halitem.icon = 'weapons.dmi' halitem.icon_state = "stunbaton" halitem.name = "Stun Baton" if(5) //emag halitem.icon = 'card.dmi' halitem.icon_state = "emag" halitem.name = "Cryptographic Sequencer" if(6) //flashbang halitem.icon = 'grenade.dmi' halitem.icon_state = "flashbang1" halitem.name = "Flashbang" if(client) client.screen += halitem spawn(rand(100,250)) del halitem if(26 to 40) //Flashes of danger //src << "Danger Flash" if(!halimage) var/list/possible_points = list() for(var/turf/simulated/floor/F in view(src,world.view)) possible_points += F if(possible_points.len) var/turf/simulated/floor/target = pick(possible_points) switch(rand(1,3)) if(1) //src << "Space" halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER) if(2) //src << "Fire" halimage = image('fire.dmi',target,"1",TURF_LAYER) if(3) //src << "C4" halimage = image('assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01) if(client) client.images += halimage spawn(rand(10,50)) //Only seen for a brief moment. if(client) client.images -= halimage halimage = null if(41 to 65) //Strange audio //src << "Strange Audio" switch(rand(1,12)) if(1) src << 'airlock.ogg' if(2) if(prob(50))src << 'Explosion1.ogg' else src << 'Explosion2.ogg' if(3) src << 'explosionfar.ogg' if(4) src << 'Glassbr1.ogg' if(5) src << 'Glassbr2.ogg' if(6) src << 'Glassbr3.ogg' if(7) src << 'twobeep.ogg' if(8) src << 'windowdoor.ogg' if(9) //To make it more realistic, I added two gunshots (enough to kill) src << 'Gunshot.ogg' spawn(rand(10,30)) src << 'Gunshot.ogg' if(10) src << 'smash.ogg' if(11) //Same as above, but with tasers. src << 'Taser.ogg' spawn(rand(10,30)) src << 'Taser.ogg' //Rare audio if(12) //These sounds are (mostly) taken from Hidden: Source var/list/creepyasssounds = list('ghost.ogg', 'ghost2.ogg', 'Heart Beat.ogg', 'screech.ogg',\ 'behind_you1.ogg', 'behind_you2.ogg', 'far_noise.ogg', 'growl1.ogg', 'growl2.ogg',\ 'growl3.ogg', 'im_here1.ogg', 'im_here2.ogg', 'i_see_you1.ogg', 'i_see_you2.ogg',\ 'look_up1.ogg', 'look_up2.ogg', 'over_here1.ogg', 'over_here2.ogg', 'over_here3.ogg',\ 'turn_around1.ogg', 'turn_around2.ogg', 'veryfar_noise.ogg', 'wail.ogg') src << pick(creepyasssounds) if(66 to 70) //Flashes of danger //src << "Danger Flash" if(!halbody) var/list/possible_points = list() for(var/turf/simulated/floor/F in view(src,world.view)) possible_points += F if(possible_points.len) var/turf/simulated/floor/target = pick(possible_points) switch(rand(1,4)) if(1) halbody = image('human.dmi',target,"husk_l",TURF_LAYER) if(2,3) halbody = image('human.dmi',target,"husk_s",TURF_LAYER) if(4) halbody = image('alien.dmi',target,"alienother",TURF_LAYER) // if(5) // halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER) if(client) client.images += halbody spawn(rand(50,80)) //Only seen for a brief moment. if(client) client.images -= halbody halbody = null if(71 to 72) //Fake death // src.sleeping_willingly = 1 src.sleeping = 20 hal_crit = 1 hal_screwyhud = 1 spawn(rand(50,100)) // src.sleeping_willingly = 0 src.sleeping = 0 hal_crit = 0 hal_screwyhud = 0 handling_hal = 0 /*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts) if(!mocktxt) mocktxt = "" var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\ "Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\ "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\ "Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry") if(mid_txts) while(mid_txts.len) var/mid_txt = pick(mid_txts) mocktxt += mid_txt mid_txts -= mid_txt while(buttons.len) var/button = pick(buttons) var/button_txt = pick(possible_txt) mocktxt += "[button_txt]
" buttons -= button possible_txt -= button_txt return start_txt + mocktxt + end_txt + "" proc/check_panel(mob/M) if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai)) if(M.hallucination < 15) return 1 return 0*/ /obj/effect/fake_attacker icon = null icon_state = null name = "" desc = "" density = 0 anchored = 1 opacity = 0 var/mob/living/carbon/human/my_target = null var/weapon_name = null var/obj/item/weap = null var/image/stand_icon = null var/image/currentimage = null var/icon/base = null var/s_tone var/mob/living/clone = null var/image/left var/image/right var/image/up var/collapse var/image/down var/health = 100 attackby(var/obj/item/weapon/P as obj, mob/user as mob) step_away(src,my_target,2) for(var/mob/M in oviewers(world.view,my_target)) M << "\red [my_target] flails around wildly." my_target.show_message("\red [src] has been attacked by [my_target] ", 1) //Lazy. src.health -= P.force return HasEntered(var/mob/M, somenumber) if(M == my_target) step_away(src,my_target,2) if(prob(30)) for(var/mob/O in oviewers(world.view , my_target)) O << "\red [my_target] stumbles around." New() ..() spawn(300) if(my_target) my_target.hallucinations -= src del(src) step_away(src,my_target,2) spawn attack_loop() proc/updateimage() // del src.currentimage if(src.dir == NORTH) del src.currentimage src.currentimage = new /image(up,src) else if(src.dir == SOUTH) del src.currentimage src.currentimage = new /image(down,src) else if(src.dir == EAST) del src.currentimage src.currentimage = new /image(right,src) else if(src.dir == WEST) del src.currentimage src.currentimage = new /image(left,src) my_target << currentimage proc/attack_loop() while(1) sleep(rand(5,10)) if(src.health < 0) collapse() continue if(get_dist(src,my_target) > 1) src.dir = get_dir(src,my_target) step_towards(src,my_target) updateimage() else if(prob(15)) if(weapon_name) my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg')) my_target.show_message("\red [my_target] has been attacked with [weapon_name] by [src.name] ", 1) my_target.halloss += 8 if(prob(20)) my_target.eye_blurry += 3 if(prob(33)) if(!locate(/obj/effect/overlay) in my_target.loc) fake_blood(my_target) else my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg')) my_target.show_message("\red [src.name] has punched [my_target]!", 1) my_target.halloss += 4 if(prob(33)) if(!locate(/obj/effect/overlay) in my_target.loc) fake_blood(my_target) if(prob(15)) step_away(src,my_target,2) proc/collapse() collapse = 1 updateimage() /proc/fake_blood(var/mob/target) var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc) O.name = "blood" var/image/I = image('blood.dmi',O,"floor[rand(1,7)]",O.dir,1) target << I spawn(300) del(O) return var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_magazine/a357,\ /obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/melee/energy/sword,\ /obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/emp_kit,\ /obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\ /obj/item/clothing/shoes/syndigaloshes, /obj/item/weapon/card/id/syndicate,\ /obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\ /obj/item/device/chameleon, /obj/item/weapon/card/emag,\ /obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\ /obj/item/device/radio/headset/traitor, /obj/item/weapon/plastique,\ /obj/item/device/powersink, /obj/item/weapon/storage/syndie_kit,\ /obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\ /obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\ /obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\ /obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\ /obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank) /proc/fake_attack(var/mob/target) var/list/possible_clones = new/list() var/mob/living/carbon/human/clone = null var/clone_weapon = null for(var/mob/living/carbon/human/H in world) if(H.stat || H.lying) continue possible_clones += H if(!possible_clones.len) return clone = pick(possible_clones) //var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target)) var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc) if(clone.l_hand) if(!(locate(clone.l_hand) in non_fakeattack_weapons)) clone_weapon = clone.l_hand.name F.weap = clone.l_hand else if (clone.r_hand) if(!(locate(clone.r_hand) in non_fakeattack_weapons)) clone_weapon = clone.r_hand.name F.weap = clone.r_hand F.name = clone.name F.my_target = target F.weapon_name = clone_weapon target.hallucinations += F F.left = image(clone,dir = WEST) F.right = image(clone,dir = EAST) F.up = image(clone,dir = NORTH) F.down = image(clone,dir = SOUTH) // F.base = new /icon(clone.stand_icon) // F.currentimage = new /image(clone) /* F.left = new /icon(clone.stand_icon,dir=WEST) for(var/icon/i in clone.overlays) F.left.Blend(i) F.up = new /icon(clone.stand_icon,dir=NORTH) for(var/icon/i in clone.overlays) F.up.Blend(i) F.down = new /icon(clone.stand_icon,dir=SOUTH) for(var/icon/i in clone.overlays) F.down.Blend(i) F.right = new /icon(clone.stand_icon,dir=EAST) for(var/icon/i in clone.overlays) F.right.Blend(i) target << F.up */ F.updateimage()