Merge pull request #1050 from Citadel-Station-13/upstream-merge-27344

[MIRROR] Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual
This commit is contained in:
LetterJay
2017-05-22 12:40:18 -05:00
committed by GitHub
102 changed files with 564 additions and 591 deletions
+1 -1
View File
@@ -32,7 +32,7 @@
/mob/living/simple_animal/hostile/blob/blob_act(obj/structure/blob/B)
if(stat != DEAD && health < maxHealth)
for(var/i in 1 to 2)
var/obj/effect/overlay/temp/heal/H = new /obj/effect/overlay/temp/heal(get_turf(src)) //hello yes you are being healed
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
H.color = overmind.blob_reagent_datum.complementary_color
else
+2 -2
View File
@@ -140,7 +140,7 @@
loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it
/obj/structure/blob/proc/blob_attack_animation(atom/A = null, controller) //visually attacks an atom
var/obj/effect/overlay/temp/blob/O = new /obj/effect/overlay/temp/blob(src.loc)
var/obj/effect/temp_visual/blob/O = new /obj/effect/temp_visual/blob(src.loc)
O.setDir(dir)
if(controller)
var/mob/camera/blob/BO = controller
@@ -208,7 +208,7 @@
if(overmind)
overmind.blob_reagent_datum.emp_reaction(src, severity)
if(prob(100 - severity * 30))
new /obj/effect/overlay/temp/emp(get_turf(src))
new /obj/effect/temp_visual/emp(get_turf(src))
/obj/structure/blob/tesla_act(power)
..()
@@ -73,7 +73,7 @@
L.visible_message("<span class='warning'>[src] appears around [L] in a burst of light!</span>", \
"<span class='userdanger'>[target_flashed ? "An unseen force":"The glowing sigil around you"] holds you in place!</span>")
L.Stun(5)
new /obj/effect/overlay/temp/ratvar/sigil/transgression(get_turf(src))
new /obj/effect/temp_visual/ratvar/sigil/transgression(get_turf(src))
qdel(src)
@@ -102,7 +102,7 @@
L.visible_message("<span class='warning'>[src] begins to glow a piercing magenta!</span>", "<span class='sevtug'>You feel something start to invade your mind...</span>")
var/oldcolor = color
animate(src, color = "#AF0AAF", time = convert_time)
var/obj/effect/overlay/temp/ratvar/sigil/glow
var/obj/effect/temp_visual/ratvar/sigil/glow
if(glow_type)
glow = new glow_type(get_turf(src))
animate(glow, alpha = 255, time = convert_time)
@@ -158,7 +158,7 @@
light_color = "#A97F1B"
delete_on_finish = FALSE
sigil_name = "Sigil of Accession"
glow_type = /obj/effect/overlay/temp/ratvar/sigil/accession
glow_type = /obj/effect/temp_visual/ratvar/sigil/accession
resist_string = "glows bright orange"
/obj/effect/clockwork/sigil/submission/accession/post_channel(mob/living/L)
@@ -321,14 +321,14 @@
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
sigil_active = TRUE
if(animation_number >= 4)
new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animation_number = 0
animation_number++
if(!is_servant_of_ratvar(L))
var/vitality_drained = 0
if(L.stat == DEAD)
vitality_drained = L.maxHealth
var/obj/effect/overlay/temp/ratvar/sigil/vitality/V = new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/WandODeath.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] collapses in on [L.p_them()]self as [src] flares bright blue!</span>")
@@ -356,7 +356,7 @@
if(ghost)
ghost.reenter_corpse()
L.revive(1, 1)
var/obj/effect/overlay/temp/ratvar/sigil/vitality/V = new /obj/effect/overlay/temp/ratvar/sigil/vitality(get_turf(src))
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/Staff_Healing.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [GLOB.ratvar_awakens ? "[L.p_their()] body dripping blue ichor":"even as [src] scatters into blue sparks around [L.p_them()]"]!</span>", \
@@ -124,15 +124,15 @@
/proc/get_component_animation_type(id)
switch(id)
if(BELLIGERENT_EYE)
return /obj/effect/overlay/temp/ratvar/component
return /obj/effect/temp_visual/ratvar/component
if(VANGUARD_COGWHEEL)
return /obj/effect/overlay/temp/ratvar/component/cogwheel
return /obj/effect/temp_visual/ratvar/component/cogwheel
if(GEIS_CAPACITOR)
return /obj/effect/overlay/temp/ratvar/component/capacitor
return /obj/effect/temp_visual/ratvar/component/capacitor
if(REPLICANT_ALLOY)
return /obj/effect/overlay/temp/ratvar/component/alloy
return /obj/effect/temp_visual/ratvar/component/alloy
if(HIEROPHANT_ANSIBLE)
return /obj/effect/overlay/temp/ratvar/component/ansible
return /obj/effect/temp_visual/ratvar/component/ansible
else
return null
@@ -5,60 +5,60 @@
//otherwise, return literally any non-list thing but preferably FALSE
//returning TRUE won't produce the "cannot be proselytized" message and will still prevent proselytizing
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Turf conversion
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //four sheets of metal
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //four sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 4), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal, five rods
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, five rods
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2) - (POWER_ROD * 5), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //no metal
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //no metal
return list("operation_time" = 80, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = SOUTH)
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 50, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = -POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(floor_tile == /obj/item/stack/tile/plasteel)
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 10, 1) //clink
return list("operation_time" = 30, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = POWER_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(locate(/obj/structure/table) in src)
return FALSE
if(is_blocked_turf(src, TRUE))
to_chat(user, "<span class='warning'>Something is in the way, preventing you from proselytizing [src] into a clockwork wall.</span>")
return TRUE
var/operation_time = 100
if(!GLOB.ratvar_awakens && proselytizer.speed_multiplier > 0) //if ratvar isn't awake, this always takes 10 seconds
if(proselytizer.speed_multiplier > 0)
operation_time /= proselytizer.speed_multiplier
return list("operation_time" = operation_time, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
//False wall conversion
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/cost = POWER_WALL_MINUS_FLOOR
if(ispath(mineral, /obj/item/stack/sheet/metal))
cost -= (POWER_METAL * (2 + mineral_amount)) //four sheets of metal, plus an assumption that the girder is also two
@@ -66,17 +66,17 @@
cost -= (POWER_METAL * 2) //anything that doesn't use metal just has the girder
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = cost, "spawn_dir" = SOUTH)
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent) //two sheets of metal, two rods; special assumption
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, two rods; special assumption
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = POWER_WALL_MINUS_FLOOR - (POWER_METAL * 2) - (POWER_ROD * 2), "spawn_dir" = SOUTH)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Metal conversion
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
var/amount_temp = get_amount()
@@ -90,7 +90,7 @@
no_delete = TRUE
use(amount_temp)
amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
if(amount_temp >= 20)
var/sheets_to_make = round(amount_temp * 0.05) //and 20 to 1 brass
var/used = sheets_to_make * 20
@@ -104,11 +104,11 @@
to_chat(user, "<span class='warning'>You need at least <b>20</b> floor tiles to convert into brass.</span>")
return TRUE
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
if(get_amount() >= 10)
var/sheets_to_make = round(get_amount() * 0.1)
var/used = sheets_to_make * 10
@@ -122,11 +122,11 @@
to_chat(user, "<span class='warning'>You need at least <b>10</b> rods to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
if(get_amount() >= 5)
var/sheets_to_make = round(get_amount() * 0.2)
var/used = sheets_to_make * 5
@@ -140,11 +140,11 @@
to_chat(user, "<span class='warning'>You need at least <b>5</b> sheets of metal to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
if(get_amount() >= 2)
var/sheets_to_make = round(get_amount() * 0.5)
var/used = sheets_to_make * 2
@@ -159,23 +159,23 @@
return TRUE
//Brass directly to power
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
//Airlock conversion
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/doortype = /obj/machinery/door/airlock/clockwork
if(glass)
doortype = /obj/machinery/door/airlock/clockwork/brass
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Table conversion
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_STANDARD
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
@@ -187,10 +187,10 @@
prosel_cost -= POWER_PLASTEEL*buildstackamount
return list("operation_time" = 20, "new_obj_type" = /obj/structure/table/reinforced/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_FLOOR
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
@@ -198,11 +198,11 @@
prosel_cost -= POWER_FLOOR*framestackamount
return list("operation_time" = 10, "new_obj_type" = /obj/structure/table_frame/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Window conversion
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/windowtype = /obj/structure/window/reinforced/clockwork
var/new_dir = TRUE
var/prosel_time = 15
@@ -220,18 +220,18 @@
INVOKE_ASYNC(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, G, user)
return list("operation_time" = prosel_time, "new_obj_type" = windowtype, "power_cost" = prosel_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Windoor conversion
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Grille conversion
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/grilletype = /obj/structure/grille/ratvar
var/prosel_time = 15
if(broken)
@@ -239,32 +239,32 @@
prosel_time = 5
return list("operation_time" = prosel_time, "new_obj_type" = grilletype, "power_cost" = 0, "spawn_dir" = dir)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Lattice conversion
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
ratvar_act() //just in case we're the wrong type for some reason??
return FALSE
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/catwalk/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Girder conversion
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_GEAR - (POWER_METAL * 2)
if(state == GIRDER_REINF_STRUTS || state == GIRDER_REINF)
prosel_cost -= POWER_PLASTEEL
return list("operation_time" = 20, "new_obj_type" = /obj/structure/destructible/clockwork/wall_gear, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
//Hitting a clockwork structure will try to repair it.
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
@@ -287,7 +287,7 @@
"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
//Hitting a sigil of transmission will try to charge from it.
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/charge_values = list()
if(!proselytizer.sigil_charge_checks(charge_values, src, user))
@@ -337,7 +337,7 @@
adjustHealth(-amount)
//Hitting a ratvar'd silicon will also try to repair it.
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
@@ -346,7 +346,7 @@
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[abs(HEALTH_THRESHOLD_DEAD - health)]/[abs(HEALTH_THRESHOLD_DEAD - maxHealth)]</b> health.</span>")
//Same with clockwork mobs.
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
@@ -355,7 +355,7 @@
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[health]/[maxHealth]</b> health.</span>")
//Cogscarabs get special interaction because they're drones and have innate self-heals/revives.
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent)
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(stat == DEAD)
try_reactivate(user) //if we're at maximum health, prosel the turf under us
@@ -374,36 +374,17 @@
proselytizer.repairing = null
//Convert shards and gear bits directly to power
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -POWER_STANDARD
if(proselytizer.can_use_power(power_amount))
var/obj/effect/overlay/temp/ratvar/beam/itemconsume/B = new /obj/effect/overlay/temp/ratvar/beam/itemconsume(get_turf(src))
B.pixel_x = pixel_x
B.pixel_y = pixel_y
if(!silent) //looper no looping
for(var/obj/item/clockwork/alloy_shards/S in get_turf(src)) //convert all other shards in the turf if we can
if(S == src)
continue //we want the shards to be proselytized after the main shard, thus this delay
addtimer(CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, S, user, TRUE), 0)
return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.08)
return ..()
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.08), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.06)
return ..()
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.06), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.04)
return ..()
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.04), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer, silent, power_amount)
if(!power_amount)
power_amount = -(CLOCKCULT_POWER_UNIT*0.02)
return ..()
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.02), "spawn_dir" = SOUTH)
@@ -124,7 +124,7 @@
L.adjustToxLoss(totaldamage * 0.5, TRUE, TRUE)
var/healseverity = max(round(totaldamage*0.05, 1), 1) //shows the general severity of the damage you just healed, 1 glow per 20
for(var/i in 1 to healseverity)
new /obj/effect/overlay/temp/heal(targetturf, "#1E8CE1")
new /obj/effect/temp_visual/heal(targetturf, "#1E8CE1")
clockwork_say(ranged_ability_user, text2ratvar("Mend wounded flesh!"))
add_logs(ranged_ability_user, L, "healed with Sentinel's Compromise")
else
@@ -173,7 +173,7 @@
if(usable_power > 0 && C.cell.use(usable_power))
multiplier += (usable_power * 0.001)
qdel(VC)
new/obj/effect/overlay/temp/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
new/obj/effect/temp_visual/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
add_logs(ranged_ability_user, targetturf, "fired a volt ray")
remove_ranged_ability()
@@ -96,13 +96,13 @@
impale_cooldown = world.time + initial(impale_cooldown)
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
if(target)
new /obj/effect/overlay/temp/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
target.Stun(2) //brief stun
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
var/remove_verb = pick("pull", "yank", "drag")
if(do_after(user, 10, 1, target))
var/turf/T = get_turf(target)
var/obj/effect/overlay/temp/dir_setting/bloodsplatter/B = new /obj/effect/overlay/temp/dir_setting/bloodsplatter(T, get_dir(target, user))
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
playsound(T, 'sound/misc/splort.ogg', 200, 1)
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
if(target.stat != CONSCIOUS)
@@ -151,5 +151,5 @@
T = get_turf(src)
if(T) //make sure we're not in null or something
T.visible_message("<span class='warning'>[src] [pick("cracks in two and fades away", "snaps in two and dematerializes")]!</span>")
new /obj/effect/overlay/temp/ratvar/spearbreak(T)
new /obj/effect/temp_visual/ratvar/spearbreak(T)
qdel(src)
@@ -150,7 +150,7 @@
if(iscarbon(host))
resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
if(GLOB.ratvar_awakens || resulthealth <= MARAUDER_EMERGE_THRESHOLD)
new /obj/effect/overlay/temp/heal(host.loc, "#AF0AAF")
new /obj/effect/temp_visual/heal(host.loc, "#AF0AAF")
host.heal_ordered_damage(4, damage_heal_order)
/mob/living/simple_animal/hostile/clockwork/marauder/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
@@ -114,7 +114,7 @@
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.adjustHealth(-heal_amount)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -129,7 +129,7 @@
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth)
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -158,7 +158,7 @@
for(var/i in 1 to heal_ticks)
if(H.health < H.maxHealth)
H.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_ticks && H.health >= H.maxHealth)
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
@@ -174,10 +174,10 @@
if(C.obj_integrity < C.max_integrity)
C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
C.update_icon()
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
else
break
new /obj/effect/overlay/temp/ratvar/mending_mantra(get_turf(invoker))
new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
return TRUE
@@ -389,7 +389,7 @@
usable_power = min(Floor(C.cell.charge * 0.2, MIN_CLOCKCULT_POWER), 1000) - prev_power
if(usable_power > 0 && C.cell.use(usable_power))
multiplier += (usable_power * 0.0005)
var/obj/effect/overlay/temp/ratvar/volt_hit/VH = new /obj/effect/overlay/temp/ratvar/volt_hit(get_turf(invoker), null, multiplier)
var/obj/effect/temp_visual/ratvar/volt_hit/VH = new /obj/effect/temp_visual/ratvar/volt_hit(get_turf(invoker), null, multiplier)
invoker.visible_message("<span class='warning'>[invoker] is struck by [invoker.p_their()] own [VH.name]!</span>", "<span class='userdanger'>You're struck by your own [VH.name]!</span>")
invoker.adjustFireLoss(VH.damage) //you have to fail all five blasts to die to this
playsound(invoker, 'sound/machines/defib_zap.ogg', VH.damage, 1, -1)
@@ -131,7 +131,7 @@
if(anchored && unanchored_icon)
anchored = FALSE
update_anchored(null, obj_integrity > max_integrity * 0.25)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
//for the ark and Ratvar
@@ -222,7 +222,7 @@
/obj/structure/destructible/clockwork/powered/emp_act(severity)
if(forced_disable(TRUE))
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
/obj/structure/destructible/clockwork/powered/proc/total_accessable_power() //how much power we have and can use
if(!needs_power || GLOB.ratvar_awakens)
@@ -31,7 +31,7 @@
return
/obj/structure/destructible/clockwork/geis_binding/emp_act(severity)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
qdel(src)
/obj/structure/destructible/clockwork/geis_binding/post_buckle_mob(mob/living/M)
@@ -54,8 +54,8 @@
if(!can_resist)
repair_and_interrupt()
else
var/obj/effect/overlay/temp/ratvar/geis_binding/G = new /obj/effect/overlay/temp/ratvar/geis_binding(M.loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T = new /obj/effect/overlay/temp/ratvar/geis_binding/top(M.loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G = new /obj/effect/temp_visual/ratvar/geis_binding(M.loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T = new /obj/effect/temp_visual/ratvar/geis_binding/top(M.loc)
G.layer = mob_layer - 0.01
T.layer = mob_layer + 0.01
G.alpha = alpha
@@ -93,10 +93,10 @@
var/mob/living/carbon/C = L
C.silent += 4
visible_message("<span class='sevtug'>[src] flares brightly!</span>")
var/obj/effect/overlay/temp/ratvar/geis_binding/G1 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/G2 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T1 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
var/obj/effect/overlay/temp/ratvar/geis_binding/T2 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G1 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G2 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T1 = new /obj/effect/temp_visual/ratvar/geis_binding/top(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T2 = new /obj/effect/temp_visual/ratvar/geis_binding/top(loc)
G1.layer = mob_layer - 0.01
G2.layer = mob_layer - 0.01
T1.layer = mob_layer + 0.01
@@ -87,7 +87,7 @@
var/obj/mecha/M = target
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M))
new /obj/effect/overlay/temp/ratvar/ocular_warden(get_turf(target))
new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target))
setDir(get_dir(get_turf(src), get_turf(target)))
if(!target)
@@ -19,7 +19,7 @@
/obj/structure/destructible/clockwork/wall_gear/Initialize()
. = ..()
new /obj/effect/overlay/temp/ratvar/gear(get_turf(src))
new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
/obj/structure/destructible/clockwork/wall_gear/emp_act(severity)
return
+5 -5
View File
@@ -177,13 +177,13 @@
var/turf/mobloc = get_turf(B.current)
switch(i)
if(1)
new /obj/effect/overlay/temp/cult/sparks(mobloc, B.current.dir)
new /obj/effect/temp_visual/cult/sparks(mobloc, B.current.dir)
playsound(mobloc, "sparks", 50, 1)
if(2)
new /obj/effect/overlay/temp/dir_setting/cult/phase/out(mobloc, B.current.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase/out(mobloc, B.current.dir)
playsound(mobloc, "sparks", 75, 1)
if(3)
new /obj/effect/overlay/temp/dir_setting/cult/phase(mobloc, B.current.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase(mobloc, B.current.dir)
playsound(mobloc, "sparks", 100, 1)
if(4)
playsound(mobloc, 'sound/magic/exit_blood.ogg', 100, 1)
@@ -193,7 +193,7 @@
var/obj/item/device/soulstone/S = B.current.loc
S.release_shades(owner)
B.current.setDir(SOUTH)
new /obj/effect/overlay/temp/cult/blood(final)
new /obj/effect/temp_visual/cult/blood(final)
addtimer(CALLBACK(B.current, /mob/.proc/reckon, final), 10)
else
return
@@ -201,7 +201,7 @@
Remove(owner)
/mob/proc/reckon(turf/final)
new /obj/effect/overlay/temp/cult/blood/out(get_turf(src))
new /obj/effect/temp_visual/cult/blood/out(get_turf(src))
forceMove(final)
/datum/action/innate/cult/master/finalreck/proc/chant(chant_number)
+3 -3
View File
@@ -204,7 +204,7 @@
if(current_charges)
owner.visible_message("<span class='danger'>\The [attack_text] is deflected in a burst of blood-red sparks!</span>")
current_charges--
new /obj/effect/overlay/temp/cult/sparks(get_turf(owner))
new /obj/effect/temp_visual/cult/sparks(get_turf(owner))
if(!current_charges)
owner.visible_message("<span class='danger'>The runed shield around [owner] suddenly disappears!</span>")
owner.update_inv_wear_suit()
@@ -356,14 +356,14 @@
if(uses <= 0)
icon_state ="shifter_drained"
playsound(mobloc, "sparks", 50, 1)
new /obj/effect/overlay/temp/dir_setting/cult/phase/out(mobloc, C.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase/out(mobloc, C.dir)
var/atom/movable/pulled = handle_teleport_grab(destination, C)
C.forceMove(destination)
if(pulled)
C.start_pulling(pulled) //forcemove resets pulls, so we need to re-pull
new /obj/effect/overlay/temp/dir_setting/cult/phase(destination, C.dir)
new /obj/effect/temp_visual/dir_setting/cult/phase(destination, C.dir)
playsound(destination, 'sound/effects/phasein.ogg', 25, 1)
playsound(destination, "sparks", 50, 1)
+2 -2
View File
@@ -152,7 +152,7 @@
for(var/mob/living/L in range(5, src))
if(iscultist(L) || isshade(L) || isconstruct(L))
if(L.health != L.maxHealth)
new /obj/effect/overlay/temp/heal(get_turf(src), "#960000")
new /obj/effect/temp_visual/heal(get_turf(src), "#960000")
if(ishuman(L))
L.adjustBruteLoss(-1, 0)
L.adjustFireLoss(-1, 0)
@@ -190,7 +190,7 @@
else
var/turf/open/floor/engine/cult/F = safepick(cultturfs)
if(F)
new /obj/effect/overlay/temp/cult/turf/floor(F)
new /obj/effect/temp_visual/cult/turf/floor(F)
else
// Are we in space or something? No cult turfs or
// convertable turfs?
+10 -10
View File
@@ -7,9 +7,9 @@
var/scribe_time = 100
var/damage_interrupt = TRUE
var/action_interrupt = TRUE
var/obj/effect/overlay/temp/cult/rune_spawn/rune_word_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_innerring_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_center_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_word_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_innerring_type
var/obj/effect/temp_visual/cult/rune_spawn/rune_center_type
var/rune_color
/datum/action/innate/cult/create_rune/IsAvailable()
@@ -27,15 +27,15 @@
if(!chosen_keyword)
return
//the outer ring is always the same across all runes
var/obj/effect/overlay/temp/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
var/obj/effect/temp_visual/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
//the rest are not always the same, so we need types for em
var/obj/effect/overlay/temp/cult/rune_spawn/R2
var/obj/effect/temp_visual/cult/rune_spawn/R2
if(rune_word_type)
R2 = new rune_word_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R3
var/obj/effect/temp_visual/cult/rune_spawn/R3
if(rune_innerring_type)
R3 = new rune_innerring_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R4
var/obj/effect/temp_visual/cult/rune_spawn/R4
if(rune_center_type)
R4 = new rune_center_type(owner.loc, scribe_time, rune_color)
@@ -64,7 +64,7 @@
/datum/action/innate/cult/create_rune/tele
button_icon_state = "telerune"
rune_type = /obj/effect/rune/teleport
rune_word_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2
rune_innerring_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
rune_center_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/center
rune_word_type = /obj/effect/temp_visual/cult/rune_spawn/rune2
rune_innerring_type = /obj/effect/temp_visual/cult/rune_spawn/rune2/inner
rune_center_type = /obj/effect/temp_visual/cult/rune_spawn/rune2/center
rune_color = RUNE_COLOR_TELEPORT
+1 -1
View File
@@ -410,7 +410,7 @@ structure_check() searches for nearby cultist structures required for the invoca
else
GLOB.sacrificed += sacrificial
new /obj/effect/overlay/temp/cult/sac(get_turf(src))
new /obj/effect/temp_visual/cult/sac(get_turf(src))
for(var/M in invokers)
if(big_sac)
to_chat(M, "<span class='cultlarge'>\"Yes! This is the one I desire! You have done well.\"</span>")
+1 -1
View File
@@ -328,7 +328,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/tunguska/Move()
. = ..()
if(.)
new /obj/effect/overlay/temp/revenant(get_turf(src))
new /obj/effect/temp_visual/revenant(get_turf(src))
/obj/effect/meteor/tunguska/meteor_effect()
..()
@@ -64,7 +64,7 @@
stealth_active = 1
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/overlay/temp/dir_setting/ninja/cloak(get_turf(M), M.dir)
new /obj/effect/temp_visual/dir_setting/ninja/cloak(get_turf(M), M.dir)
M.name_override = disguise.name
M.icon = disguise.icon
M.icon_state = disguise.icon_state
@@ -78,7 +78,7 @@
stealth_active = 0
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(M), M.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(M), M.dir)
M.name_override = null
M.cut_overlays()
M.regenerate_icons()
@@ -16,38 +16,38 @@
flick("alien-pad", src)
for(var/mob/living/target in loc)
target.forceMove(teleport_target)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
to_chat(target, "<span class='warning'>The instability of the warp leaves you disoriented!</span>")
target.Stun(3)
/obj/machinery/abductor/pad/proc/Retrieve(mob/living/target)
flick("alien-pad", src)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
Warp(target)
/obj/machinery/abductor/pad/proc/MobToLoc(place,mob/living/target)
new /obj/effect/overlay/temp/teleport_abductor(place)
new /obj/effect/temp_visual/teleport_abductor(place)
sleep(80)
flick("alien-pad", src)
target.forceMove(place)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
/obj/machinery/abductor/pad/proc/PadToLoc(place)
new /obj/effect/overlay/temp/teleport_abductor(place)
new /obj/effect/temp_visual/teleport_abductor(place)
sleep(80)
flick("alien-pad", src)
for(var/mob/living/target in get_turf(src))
target.forceMove(place)
new /obj/effect/overlay/temp/dir_setting/ninja(get_turf(target), target.dir)
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(target), target.dir)
/obj/effect/overlay/temp/teleport_abductor
/obj/effect/temp_visual/teleport_abductor
name = "Huh"
icon = 'icons/obj/abductor.dmi'
icon_state = "teleport"
duration = 80
/obj/effect/overlay/temp/teleport_abductor/Initialize()
/obj/effect/temp_visual/teleport_abductor/Initialize()
. = ..()
var/datum/effect_system/spark_spread/S = new
S.set_up(10,0,loc)
@@ -435,7 +435,7 @@
resources += resource_gain
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
var/obj/effect/overlay/temp/swarmer/integrate/I = new /obj/effect/overlay/temp/swarmer/integrate(get_turf(target))
var/obj/effect/temp_visual/swarmer/integrate/I = new /obj/effect/temp_visual/swarmer/integrate(get_turf(target))
I.pixel_x = target.pixel_x
I.pixel_y = target.pixel_y
I.pixel_z = target.pixel_z
@@ -452,7 +452,7 @@
/mob/living/simple_animal/hostile/swarmer/proc/DisIntegrate(atom/movable/target)
new /obj/effect/overlay/temp/swarmer/disintegration(get_turf(target))
new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
target.ex_act(3)
@@ -497,7 +497,7 @@
/mob/living/simple_animal/hostile/swarmer/proc/DismantleMachine(obj/machinery/target)
do_attack_animation(target)
to_chat(src, "<span class='info'>We begin to dismantle this machine. We will need to be uninterrupted.</span>")
var/obj/effect/overlay/temp/swarmer/dismantle/D = new /obj/effect/overlay/temp/swarmer/dismantle(get_turf(target))
var/obj/effect/temp_visual/swarmer/dismantle/D = new /obj/effect/temp_visual/swarmer/dismantle(get_turf(target))
D.pixel_x = target.pixel_x
D.pixel_y = target.pixel_y
D.pixel_z = target.pixel_z
@@ -507,7 +507,7 @@
M.amount = 5
for(var/obj/item/I in target.component_parts)
I.loc = M.loc
var/obj/effect/overlay/temp/swarmer/disintegration/N = new /obj/effect/overlay/temp/swarmer/disintegration(get_turf(target))
var/obj/effect/temp_visual/swarmer/disintegration/N = new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
N.pixel_x = target.pixel_x
N.pixel_y = target.pixel_y
N.pixel_z = target.pixel_z
@@ -519,23 +519,23 @@
qdel(target)
/obj/effect/overlay/temp/swarmer //temporary swarmer visual feedback objects
/obj/effect/temp_visual/swarmer //temporary swarmer visual feedback objects
icon = 'icons/mob/swarmer.dmi'
layer = BELOW_MOB_LAYER
/obj/effect/overlay/temp/swarmer/disintegration
/obj/effect/temp_visual/swarmer/disintegration
icon_state = "disintegrate"
duration = 10
/obj/effect/overlay/temp/swarmer/disintegration/Initialize()
/obj/effect/temp_visual/swarmer/disintegration/Initialize()
. = ..()
playsound(loc, "sparks", 100, 1)
/obj/effect/overlay/temp/swarmer/dismantle
/obj/effect/temp_visual/swarmer/dismantle
icon_state = "dismantle"
duration = 25
/obj/effect/overlay/temp/swarmer/integrate
/obj/effect/temp_visual/swarmer/integrate
icon_state = "integrate"
duration = 5
@@ -202,7 +202,7 @@
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(4, 0, L)
s.start()
new /obj/effect/overlay/temp/revenant(L.loc)
new /obj/effect/temp_visual/revenant(L.loc)
sleep(20)
if(!L.on) //wait, wait, don't shock me
return
@@ -237,7 +237,7 @@
/obj/effect/proc_holder/spell/aoe_turf/revenant/defile/proc/defile(turf/T)
if(T.flags & NOJAUNT)
T.flags -= NOJAUNT
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
if(!istype(T, /turf/open/floor/plating) && !istype(T, /turf/open/floor/engine/cult) && isfloorturf(T) && prob(15))
var/turf/open/floor/floor = T
if(floor.intact && floor.floor_tile)
@@ -246,10 +246,10 @@
floor.burnt = 0
floor.make_plating(1)
if(T.type == /turf/closed/wall && prob(15))
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
T.ChangeTurf(/turf/closed/wall/rust)
if(T.type == /turf/closed/wall/r_wall && prob(10))
new /obj/effect/overlay/temp/revenant(T)
new /obj/effect/temp_visual/revenant(T)
T.ChangeTurf(/turf/closed/wall/r_wall/rust)
for(var/obj/structure/closet/closet in T.contents)
closet.open()
@@ -261,7 +261,7 @@
for(var/obj/structure/window/window in T)
window.take_damage(rand(30,80))
if(window && window.fulltile)
new /obj/effect/overlay/temp/revenant/cracks(window.loc)
new /obj/effect/temp_visual/revenant/cracks(window.loc)
for(var/obj/machinery/light/light in T)
light.flicker(20) //spooky
@@ -284,7 +284,7 @@
/obj/effect/proc_holder/spell/aoe_turf/revenant/malfunction/proc/malfunction(turf/T, mob/user)
for(var/mob/living/simple_animal/bot/bot in T)
if(!bot.emagged)
new /obj/effect/overlay/temp/revenant(bot.loc)
new /obj/effect/temp_visual/revenant(bot.loc)
bot.locked = 0
bot.open = 1
bot.emag_act()
@@ -292,21 +292,21 @@
if(human == user)
continue
to_chat(human, "<span class='revenwarning'>You feel [pick("your sense of direction flicker out", "a stabbing pain in your head", "your mind fill with static")].</span>")
new /obj/effect/overlay/temp/revenant(human.loc)
new /obj/effect/temp_visual/revenant(human.loc)
human.emp_act(1)
for(var/obj/thing in T)
if(istype(thing, /obj/machinery/dominator) || istype(thing, /obj/machinery/power/apc) || istype(thing, /obj/machinery/power/smes)) //Doesn't work on dominators, SMES and APCs, to prevent kekkery
continue
if(prob(20))
if(prob(50))
new /obj/effect/overlay/temp/revenant(thing.loc)
new /obj/effect/temp_visual/revenant(thing.loc)
thing.emag_act(null)
else
if(!istype(thing, /obj/machinery/clonepod)) //I hate everything but mostly the fact there's no better way to do this without just not affecting it at all
thing.emp_act(1)
for(var/mob/living/silicon/robot/S in T) //Only works on cyborgs, not AI
playsound(S, 'sound/machines/warning-buzzer.ogg', 50, 1)
new /obj/effect/overlay/temp/revenant(S.loc)
new /obj/effect/temp_visual/revenant(S.loc)
S.spark_system.start()
S.emp_act(1)
@@ -329,7 +329,7 @@
for(var/mob/living/mob in T)
if(mob == user)
continue
new /obj/effect/overlay/temp/revenant(mob.loc)
new /obj/effect/temp_visual/revenant(mob.loc)
if(iscarbon(mob))
if(ishuman(mob))
var/mob/living/carbon/human/H = mob
@@ -350,14 +350,14 @@
mob.adjustToxLoss(5)
for(var/obj/structure/spacevine/vine in T) //Fucking with botanists, the ability.
vine.add_atom_colour("#823abb", TEMPORARY_COLOUR_PRIORITY)
new /obj/effect/overlay/temp/revenant(vine.loc)
new /obj/effect/temp_visual/revenant(vine.loc)
QDEL_IN(vine, 10)
for(var/obj/structure/glowshroom/shroom in T)
shroom.add_atom_colour("#823abb", TEMPORARY_COLOUR_PRIORITY)
new /obj/effect/overlay/temp/revenant(shroom.loc)
new /obj/effect/temp_visual/revenant(shroom.loc)
QDEL_IN(shroom, 10)
for(var/obj/machinery/hydroponics/tray in T)
new /obj/effect/overlay/temp/revenant(tray.loc)
new /obj/effect/temp_visual/revenant(tray.loc)
tray.pestlevel = rand(8, 10)
tray.weedlevel = rand(8, 10)
tray.toxic = rand(45, 55)
@@ -33,11 +33,11 @@
to_chat(affected_mob, "<span class='revennotice'>You suddenly feel [pick("sick and tired", "disoriented", "tired and confused", "nauseated", "faint", "dizzy")]...</span>")
affected_mob.confused += 8
affected_mob.adjustStaminaLoss(8)
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(stagedamage < stage)
stagedamage++
affected_mob.adjustToxLoss(stage*2) //should, normally, do about 30 toxin damage.
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(prob(45))
affected_mob.adjustStaminaLoss(stage)
..() //So we don't increase a stage before applying the stage damage.
@@ -56,7 +56,7 @@
finalstage = TRUE
to_chat(affected_mob, "<span class='revenbignotice'>You feel like [pick("nothing's worth it anymore", "nobody ever needed your help", "nothing you did mattered", "everything you tried to do was worthless")].</span>")
affected_mob.adjustStaminaLoss(45)
new /obj/effect/overlay/temp/revenant(affected_mob.loc)
new /obj/effect/temp_visual/revenant(affected_mob.loc)
if(affected_mob.dna && affected_mob.dna.species)
affected_mob.dna.species.handle_mutant_bodyparts(affected_mob,"#1d2953")
affected_mob.dna.species.handle_hair(affected_mob,"#1d2953")
+4 -4
View File
@@ -584,7 +584,7 @@
var/turf/T = get_turf(user)
playsound(T,'sound/magic/WarpWhistle.ogg', 200, 1)
user.canmove = 0
new /obj/effect/overlay/temp/tornado(T)
new /obj/effect/temp_visual/tornado(T)
sleep(20)
if(interrupted(user))
return
@@ -602,7 +602,7 @@
T = potential_T
break
breakout += 1
new /obj/effect/overlay/temp/tornado(T)
new /obj/effect/temp_visual/tornado(T)
sleep(20)
if(interrupted(user))
return
@@ -620,7 +620,7 @@
last_user.canmove = 1
return ..()
/obj/effect/overlay/temp/tornado
/obj/effect/temp_visual/tornado
icon = 'icons/obj/wizard.dmi'
icon_state = "tornado"
name = "tornado"
@@ -630,6 +630,6 @@
duration = 40
pixel_x = 500
/obj/effect/overlay/temp/tornado/Initialize()
/obj/effect/temp_visual/tornado/Initialize()
. = ..()
animate(src, pixel_x = -500, time = 40)
+1 -1
View File
@@ -236,7 +236,7 @@
/obj/machinery/disco/proc/hierofunk()
for(var/i in 1 to 10)
spawn_atom_to_turf(/obj/effect/overlay/temp/hierophant/telegraph/edge, src, 1, FALSE)
spawn_atom_to_turf(/obj/effect/temp_visual/hierophant/telegraph/edge, src, 1, FALSE)
sleep(5)
/obj/machinery/disco/proc/lights_spin()
+5 -5
View File
@@ -363,7 +363,7 @@
assemblytype = /obj/structure/door_assembly/door_assembly_cult
hackProof = 1
aiControlDisabled = 1
var/openingoverlaytype = /obj/effect/overlay/temp/cult/door
var/openingoverlaytype = /obj/effect/temp_visual/cult/door
var/friendly = FALSE
/obj/machinery/door/airlock/cult/New()
@@ -380,7 +380,7 @@
new openingoverlaytype(loc)
return 1
else
new /obj/effect/overlay/temp/cult/sac(loc)
new /obj/effect/temp_visual/cult/sac(loc)
var/atom/throwtarget
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(M, src)))
M << pick(sound('sound/hallucinations/turn_around1.ogg',0,1,50), sound('sound/hallucinations/turn_around2.ogg',0,1,50))
@@ -407,7 +407,7 @@
icon = 'icons/obj/doors/airlocks/cult/unruned/cult.dmi'
overlays_file = 'icons/obj/doors/airlocks/cult/unruned/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_cult/unruned
openingoverlaytype = /obj/effect/overlay/temp/cult/door/unruned
openingoverlaytype = /obj/effect/temp_visual/cult/door/unruned
/obj/machinery/door/airlock/cult/unruned/friendly
friendly = TRUE
@@ -438,8 +438,8 @@
/obj/machinery/door/airlock/clockwork/New()
..()
var/turf/T = get_turf(src)
new /obj/effect/overlay/temp/ratvar/door(T)
new /obj/effect/overlay/temp/ratvar/beam/door(T)
new /obj/effect/temp_visual/ratvar/door(T)
new /obj/effect/temp_visual/ratvar/beam/door(T)
change_construction_value(5)
/obj/machinery/door/airlock/clockwork/Destroy()
+1 -1
View File
@@ -328,7 +328,7 @@
/obj/machinery/door/window/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = new /obj/effect/overlay/temp/ratvar/door/window(get_turf(src))
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/door/window(get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
+1 -1
View File
@@ -159,7 +159,7 @@ Class Procs:
/obj/machinery/emp_act(severity)
if(use_power && !stat)
use_power(7500/severity)
new /obj/effect/overlay/temp/emp(loc)
new /obj/effect/temp_visual/emp(loc)
..()
/obj/machinery/proc/open_machine(drop = 1)
+2 -2
View File
@@ -8,7 +8,7 @@
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
if(..())
@@ -60,7 +60,7 @@
//Base energy weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "general energy weapon"
firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
+2 -2
View File
@@ -1,11 +1,11 @@
/obj/effect/overlay/temp/point
/obj/effect/temp_visual/point
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
/obj/effect/overlay/temp/point/Initialize(mapload, set_invis = 0)
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
..()
var/atom/old_loc = loc
loc = get_turf(src)
@@ -10,7 +10,7 @@
var/area/A = get_area(T)
new /obj/structure/alien/egg(T)
new /obj/effect/overlay/temp/gravpush(T)
new /obj/effect/temp_visual/gravpush(T)
playsound(T, 'sound/items/party_horn.ogg', 50, 1, -1)
message_admins("An alien egg has been delivered to [A] at [ADMIN_COORDJMP(T)].")
@@ -1,68 +1,68 @@
//temporary visual effects(/obj/effect/overlay/temp) used by clockcult stuff
/obj/effect/overlay/temp/ratvar
//temporary visual effects(/obj/effect/temp_visual) used by clockcult stuff
/obj/effect/temp_visual/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/ratvar/door
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/door/window
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/overlay/temp/ratvar/beam
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/overlay/temp/ratvar/beam/door
/obj/effect/temp_visual/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/overlay/temp/ratvar/beam/grille
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/itemconsume
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/falsewall
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/catwalk
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/wall
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/overlay/temp/ratvar/wall/false
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/floor
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/floor/catwalk
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/window
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/window/single
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/ratvar/gear
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille/broken
/obj/effect/temp_visual/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/overlay/temp/ratvar/mending_mantra
/obj/effect/temp_visual/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
@@ -70,7 +70,7 @@
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/mending_mantra/Initialize(mapload)
/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
@@ -78,7 +78,7 @@
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/ratvar/volt_hit
/obj/effect/temp_visual/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 5
@@ -89,13 +89,13 @@
var/mob/user
var/damage = 20
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
/obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
if(multiplier)
damage *= multiplier
duration = max(round(damage * 0.2), 1)
. = ..()
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
/obj/effect/temp_visual/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
. = ..()
user = caster
if(user)
@@ -104,7 +104,7 @@
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
/obj/effect/temp_visual/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
@@ -134,61 +134,61 @@
else
playsound(src, "sparks", 50, 1)
/obj/effect/overlay/temp/ratvar/ocular_warden
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/spearbreak
/obj/effect/temp_visual/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/overlay/temp/ratvar/geis_binding
/obj/effect/temp_visual/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/overlay/temp/ratvar/geis_binding/top
/obj/effect/temp_visual/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/overlay/temp/ratvar/component
/obj/effect/temp_visual/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/overlay/temp/ratvar/component/Initialize()
/obj/effect/temp_visual/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/component/cogwheel
/obj/effect/temp_visual/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/overlay/temp/ratvar/component/capacitor
/obj/effect/temp_visual/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/overlay/temp/ratvar/component/alloy
/obj/effect/temp_visual/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/overlay/temp/ratvar/component/ansible
/obj/effect/temp_visual/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/overlay/temp/ratvar/sigil
/obj/effect/temp_visual/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/overlay/temp/ratvar/sigil/transgression
/obj/effect/temp_visual/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
@@ -196,13 +196,13 @@
light_power = 2
light_color = "#FAE48C"
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
/obj/effect/temp_visual/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/overlay/temp/ratvar/sigil/vitality
/obj/effect/temp_visual/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
@@ -210,7 +210,7 @@
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/sigil/accession
/obj/effect/temp_visual/ratvar/sigil/accession
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 70
@@ -1,58 +1,58 @@
//temporary visual effects(/obj/effect/overlay/temp) used by cult stuff
/obj/effect/overlay/temp/cult
//temporary visual effects(/obj/effect/temp_visual) used by cult stuff
/obj/effect/temp_visual/cult
icon = 'icons/effects/cult_effects.dmi'
randomdir = 0
duration = 10
/obj/effect/overlay/temp/cult/sparks
/obj/effect/temp_visual/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/cult/blood // The traditional teleport
/obj/effect/temp_visual/cult/blood // The traditional teleport
name = "blood jaunt"
duration = 12
icon_state = "bloodin"
/obj/effect/overlay/temp/cult/blood/out
/obj/effect/temp_visual/cult/blood/out
icon_state = "bloodout"
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
/obj/effect/temp_visual/dir_setting/cult/phase // The veil shifter teleport
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/overlay/temp/dir_setting/cult/phase/out
/obj/effect/temp_visual/dir_setting/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
/obj/effect/temp_visual/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
/obj/effect/temp_visual/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
/obj/effect/temp_visual/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
/obj/effect/temp_visual/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/floor
/obj/effect/temp_visual/cult/turf/floor
icon_state = "floorglow"
duration = 5
//visuals for runes being magically created
/obj/effect/overlay/temp/cult/rune_spawn
/obj/effect/temp_visual/cult/rune_spawn
icon_state = "runeouter"
alpha = 0
var/turnedness = 179 //179 turns counterclockwise, 181 turns clockwise
/obj/effect/overlay/temp/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
/obj/effect/temp_visual/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
if(isnum(set_duration))
duration = set_duration
if(set_color)
@@ -66,79 +66,79 @@
animate(src, alpha = 255, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = oldtransform, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/cult/rune_spawn/rune1
/obj/effect/temp_visual/cult/rune_spawn/rune1
icon_state = "rune1words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune1/inner
/obj/effect/temp_visual/cult/rune_spawn/rune1/inner
icon_state = "rune1inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune1/center
/obj/effect/temp_visual/cult/rune_spawn/rune1/center
icon_state = "rune1center"
/obj/effect/overlay/temp/cult/rune_spawn/rune2
/obj/effect/temp_visual/cult/rune_spawn/rune2
icon_state = "rune2words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
/obj/effect/temp_visual/cult/rune_spawn/rune2/inner
icon_state = "rune2inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune2/center
/obj/effect/temp_visual/cult/rune_spawn/rune2/center
icon_state = "rune2center"
/obj/effect/overlay/temp/cult/rune_spawn/rune3
/obj/effect/temp_visual/cult/rune_spawn/rune3
icon_state = "rune3words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune3/inner
/obj/effect/temp_visual/cult/rune_spawn/rune3/inner
icon_state = "rune3inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune3/center
/obj/effect/temp_visual/cult/rune_spawn/rune3/center
icon_state = "rune3center"
/obj/effect/overlay/temp/cult/rune_spawn/rune4
/obj/effect/temp_visual/cult/rune_spawn/rune4
icon_state = "rune4words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune4/inner
/obj/effect/temp_visual/cult/rune_spawn/rune4/inner
icon_state = "rune4inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune4/center
/obj/effect/temp_visual/cult/rune_spawn/rune4/center
icon_state = "rune4center"
/obj/effect/overlay/temp/cult/rune_spawn/rune5
/obj/effect/temp_visual/cult/rune_spawn/rune5
icon_state = "rune5words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune5/inner
/obj/effect/temp_visual/cult/rune_spawn/rune5/inner
icon_state = "rune5inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune5/center
/obj/effect/temp_visual/cult/rune_spawn/rune5/center
icon_state = "rune5center"
/obj/effect/overlay/temp/cult/rune_spawn/rune6
/obj/effect/temp_visual/cult/rune_spawn/rune6
icon_state = "rune6words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune6/inner
/obj/effect/temp_visual/cult/rune_spawn/rune6/inner
icon_state = "rune6inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune6/center
/obj/effect/temp_visual/cult/rune_spawn/rune6/center
icon_state = "rune6center"
/obj/effect/overlay/temp/cult/rune_spawn/rune7
/obj/effect/temp_visual/cult/rune_spawn/rune7
icon_state = "rune7words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune7/inner
/obj/effect/temp_visual/cult/rune_spawn/rune7/inner
icon_state = "rune7inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune7/center
/obj/effect/temp_visual/cult/rune_spawn/rune7/center
icon_state = "rune7center"
@@ -1,12 +1,12 @@
//unsorted miscellaneous temporary visuals
/obj/effect/overlay/temp/dir_setting/bloodsplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
@@ -40,22 +40,22 @@
layer = ABOVE_MOB_LAYER
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/dir_setting/firing_effect
/obj/effect/temp_visual/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/overlay/temp/dir_setting/firing_effect/setDir(newdir)
/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
@@ -69,84 +69,84 @@
pixel_y = rand(-1,1)
..()
/obj/effect/overlay/temp/dir_setting/firing_effect/energy
/obj/effect/temp_visual/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
/obj/effect/temp_visual/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/overlay/temp/dir_setting/ninja
/obj/effect/temp_visual/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/overlay/temp/dir_setting/ninja/cloak
/obj/effect/temp_visual/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/overlay/temp/dir_setting/ninja/shadow
/obj/effect/temp_visual/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/overlay/temp/dir_setting/ninja/phase
/obj/effect/temp_visual/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
/obj/effect/temp_visual/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/dir_setting/wraith
/obj/effect/temp_visual/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/overlay/temp/dir_setting/wraith/out
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/overlay/temp/dir_setting/tailsweep
/obj/effect/temp_visual/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/overlay/temp/wizard
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/overlay/temp/wizard/out
/obj/effect/temp_visual/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/overlay/temp/monkeyify
/obj/effect/temp_visual/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/overlay/temp/monkeyify/humanify
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/overlay/temp/borgflash
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/overlay/temp/guardian
/obj/effect/temp_visual/guardian
randomdir = 0
/obj/effect/overlay/temp/guardian/phase
/obj/effect/temp_visual/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
/obj/effect/temp_visual/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
@@ -155,95 +155,95 @@
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/decoy/fading/fivesecond
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/overlay/temp/small_smoke
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/overlay/temp/fire
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
/obj/effect/overlay/temp/revenant
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
/obj/effect/temp_visual/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/gravpush
/obj/effect/temp_visual/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/overlay/temp/telekinesis
/obj/effect/temp_visual/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/overlay/temp/emp
/obj/effect/temp_visual/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
/obj/effect/temp_visual/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/overlay/temp/gib_animation
/obj/effect/temp_visual/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/overlay/temp/gib_animation/animal
/obj/effect/temp_visual/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/overlay/temp/dust_animation
/obj/effect/temp_visual/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/overlay/temp/mummy_animation
/obj/effect/temp_visual/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/Initialize(mapload, set_color)
/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/kinetic_blast
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/overlay/temp/explosion
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
@@ -251,22 +251,22 @@
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/explosion/fast
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/temp/blob
/obj/effect/temp_visual/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/overlay/temp/impact_effect
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
/obj/effect/temp_visual/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
@@ -275,37 +275,37 @@
pixel_y = target.pixel_y + rand(-4,4)
. = ..()
/obj/effect/overlay/temp/impact_effect/red_laser
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/overlay/temp/impact_effect/red_laser/wall
/obj/effect/temp_visual/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/overlay/temp/impact_effect/blue_laser
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/overlay/temp/impact_effect/green_laser
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/overlay/temp/impact_effect/purple_laser
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/overlay/temp/impact_effect/ion
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/overlay/temp/heart
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/overlay/temp/heart/Initialize(mapload)
/obj/effect/temp_visual/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
@@ -1,5 +1,5 @@
//temporary visual effects
/obj/effect/overlay/temp
/obj/effect/temp_visual
icon_state = "nothing"
anchored = 1
layer = ABOVE_MOB_LAYER
@@ -8,30 +8,30 @@
var/randomdir = TRUE
var/timerid
/obj/effect/overlay/temp/Initialize()
/obj/effect/temp_visual/Initialize()
. = ..()
if(randomdir)
setDir(pick(GLOB.cardinal))
timerid = QDEL_IN(src, duration)
/obj/effect/overlay/temp/Destroy()
/obj/effect/temp_visual/Destroy()
. = ..()
deltimer(timerid)
/obj/effect/overlay/temp/singularity_act()
/obj/effect/temp_visual/singularity_act()
return
/obj/effect/overlay/temp/singularity_pull()
/obj/effect/temp_visual/singularity_pull()
return
/obj/effect/overlay/temp/ex_act()
/obj/effect/temp_visual/ex_act()
return
/obj/effect/overlay/temp/dir_setting
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
/obj/effect/temp_visual/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
. = ..()
+1 -1
View File
@@ -9,7 +9,7 @@
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
new /obj/effect/overlay/temp/emp/pulse(epicenter)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
@@ -56,13 +56,13 @@
qdel(active_dummy)
active_dummy = null
to_chat(usr, "<span class='notice'>You deactivate \the [src].</span>")
new /obj/effect/overlay/temp/emp/pulse(get_turf(src))
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.activate(usr, saved_appearance, src)
to_chat(usr, "<span class='notice'>You activate \the [src].</span>")
new /obj/effect/overlay/temp/emp/pulse(get_turf(src))
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
/obj/item/device/chameleon/proc/disrupt(delete_dummy = 1)
if(active_dummy)
@@ -162,18 +162,18 @@
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/overlay/temp/medical_holosign(T,user) //produce a holographic glow
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
return
..()
/obj/effect/overlay/temp/medical_holosign
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/overlay/temp/medical_holosign/Initialize(mapload, creator)
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
+1 -1
View File
@@ -80,7 +80,7 @@
target.apply_damage(force * fisto_setting, BRUTE)
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as they punch [target.name]!</span>", \
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
new /obj/effect/overlay/temp/kinetic_blast(target.loc)
new /obj/effect/temp_visual/kinetic_blast(target.loc)
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
+2 -2
View File
@@ -331,8 +331,8 @@
/obj/structure/falsewall/brass/New(loc)
..()
var/turf/T = get_turf(src)
new /obj/effect/overlay/temp/ratvar/wall/false(T)
new /obj/effect/overlay/temp/ratvar/beam/falsewall(T)
new /obj/effect/temp_visual/ratvar/wall/false(T)
new /obj/effect/temp_visual/ratvar/beam/falsewall(T)
change_construction_value(4)
/obj/structure/falsewall/brass/Destroy()
+3 -3
View File
@@ -254,10 +254,10 @@
/obj/structure/grille/ratvar/New()
..()
if(broken)
new /obj/effect/overlay/temp/ratvar/grille/broken(get_turf(src))
new /obj/effect/temp_visual/ratvar/grille/broken(get_turf(src))
else
new /obj/effect/overlay/temp/ratvar/grille(get_turf(src))
new /obj/effect/overlay/temp/ratvar/beam/grille(get_turf(src))
new /obj/effect/temp_visual/ratvar/grille(get_turf(src))
new /obj/effect/temp_visual/ratvar/beam/grille(get_turf(src))
/obj/structure/grille/ratvar/narsie_act()
take_damage(rand(1, 3), BRUTE)
+2 -2
View File
@@ -102,8 +102,8 @@
/obj/structure/lattice/catwalk/clockwork/Initialize(mapload)
..()
new /obj/effect/overlay/temp/ratvar/floor/catwalk(loc)
new /obj/effect/overlay/temp/ratvar/beam/catwalk(loc)
new /obj/effect/temp_visual/ratvar/floor/catwalk(loc)
new /obj/effect/temp_visual/ratvar/beam/catwalk(loc)
/obj/structure/lattice/catwalk/clockwork/ratvar_act()
return
+2 -2
View File
@@ -545,7 +545,7 @@
qdel(I)
var/amount_of_gears = 2
if(fulltile)
new /obj/effect/overlay/temp/ratvar/window(get_turf(src))
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
amount_of_gears = 4
for(var/i in 1 to amount_of_gears)
debris += new/obj/item/clockwork/alloy_shards/medium/gear_bit()
@@ -553,7 +553,7 @@
/obj/structure/window/reinforced/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = new /obj/effect/overlay/temp/ratvar/window/single(get_turf(src))
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/window/single(get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
@@ -133,8 +133,8 @@
/turf/open/floor/clockwork/Initialize()
..()
new /obj/effect/overlay/temp/ratvar/floor(src)
new /obj/effect/overlay/temp/ratvar/beam(src)
new /obj/effect/temp_visual/ratvar/floor(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/floor(src)
realappearence.linked = src
change_construction_value(1)
@@ -108,7 +108,7 @@
/turf/open/floor/engine/cult/Initialize()
..()
new /obj/effect/overlay/temp/cult/turf/floor(src)
new /obj/effect/temp_visual/cult/turf/floor(src)
realappearence = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
realappearence.linked = src
+5 -5
View File
@@ -10,7 +10,7 @@
girder_type = /obj/structure/girder/cult
/turf/closed/wall/mineral/cult/Initialize()
new /obj/effect/overlay/temp/cult/turf(src)
new /obj/effect/temp_visual/cult/turf(src)
. = ..()
/turf/closed/wall/mineral/cult/devastate_wall()
@@ -39,11 +39,11 @@
desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound."
/turf/closed/wall/mineral/cult/artificer/break_wall()
new /obj/effect/overlay/temp/cult/turf(get_turf(src))
new /obj/effect/temp_visual/cult/turf(get_turf(src))
return null //excuse me we want no runed metal here
/turf/closed/wall/mineral/cult/artificer/devastate_wall()
new /obj/effect/overlay/temp/cult/turf(get_turf(src))
new /obj/effect/temp_visual/cult/turf(get_turf(src))
//Clockwork wall: Causes nearby tinkerer's caches to generate components.
/turf/closed/wall/clockwork
@@ -60,8 +60,8 @@
/turf/closed/wall/clockwork/Initialize()
..()
new /obj/effect/overlay/temp/ratvar/wall(src)
new /obj/effect/overlay/temp/ratvar/beam(src)
new /obj/effect/temp_visual/ratvar/wall(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/wall(src)
realappearence.linked = src
change_construction_value(5)