Charging the clockwork slab now uses overlays
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@@ -259,7 +259,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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//Uses a ranged slab ability, returning only when the ability no longer exists(ie, when interrupted) or finishes.
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/datum/clockwork_scripture/ranged_ability
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var/slab_icon = "dread_ipad"
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var/slab_overlay
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var/ranged_type = /obj/effect/proc_holder/slab
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var/ranged_message = "This is a huge goddamn bug, how'd you cast this?"
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var/timeout_time = 0
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@@ -271,7 +271,10 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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return ..()
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/datum/clockwork_scripture/ranged_ability/scripture_effects()
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slab.icon_state = slab_icon
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if(slab_overlay)
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slab.add_overlay(slab_overlay)
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slab.item_state = "clockwork_slab"
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slab.inhand_overlay = slab_overlay
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slab.slab_ability = new ranged_type(slab)
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slab.slab_ability.slab = slab
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slab.slab_ability.add_ranged_ability(invoker, ranged_message)
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@@ -294,7 +297,9 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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successful = slab.slab_ability.successful
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if(!slab.slab_ability.finished)
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slab.slab_ability.remove_ranged_ability()
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slab.icon_state = "dread_ipad"
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slab.cut_overlays()
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slab.item_state = initial(slab.item_state)
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slab.inhand_overlay = null
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if(invoker)
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invoker.update_inv_hands()
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return successful //slab doesn't look like a word now.
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