animation refresh - huge unatomized bundle of fixes and tweaks to numerous animations in the game
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@@ -604,11 +604,11 @@
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if(throwing && !throw_override)
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return
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if(on && !(movement_type & FLOATING))
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animate(src, pixel_y = 2, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
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animate(pixel_y = -2, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
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animate(src, pixel_z = 2, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -4, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
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setMovetype(movement_type | FLOATING)
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else if (!on && (movement_type & FLOATING))
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animate(src, pixel_y = initial(pixel_y), time = 10)
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animate(src, pixel_z = initial(pixel_y), time = 10)
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setMovetype(movement_type & ~FLOATING)
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floating_need_update = FALSE // assume it's done
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@@ -774,4 +774,4 @@
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M.Turn(pick(-30, 30))
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animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING)
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sleep(1)
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animate(I, alpha = 0, transform = matrix(), time = 1)
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animate(I, alpha = 0, transform = matrix(), time = 1, flags = ANIMATION_PARALLEL)
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@@ -205,6 +205,10 @@
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if(!throw_item(target, I, user))
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break
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if(user)
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shake_camera(user, (pressureSetting * 0.75 + 1), (pressureSetting * 0.75))
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/obj/item/pneumatic_cannon/proc/throw_item(turf/target, obj/item/I, mob/user)
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if(!istype(I))
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return FALSE
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