Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual
This commit is contained in:
@@ -124,15 +124,15 @@
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/proc/get_component_animation_type(id)
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switch(id)
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if(BELLIGERENT_EYE)
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return /obj/effect/overlay/temp/ratvar/component
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return /obj/effect/temp_visual/ratvar/component
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if(VANGUARD_COGWHEEL)
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return /obj/effect/overlay/temp/ratvar/component/cogwheel
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return /obj/effect/temp_visual/ratvar/component/cogwheel
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if(GEIS_CAPACITOR)
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return /obj/effect/overlay/temp/ratvar/component/capacitor
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return /obj/effect/temp_visual/ratvar/component/capacitor
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if(REPLICANT_ALLOY)
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return /obj/effect/overlay/temp/ratvar/component/alloy
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return /obj/effect/temp_visual/ratvar/component/alloy
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if(HIEROPHANT_ANSIBLE)
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return /obj/effect/overlay/temp/ratvar/component/ansible
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return /obj/effect/temp_visual/ratvar/component/ansible
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else
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return null
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@@ -90,7 +90,7 @@
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no_delete = TRUE
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use(amount_temp)
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amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
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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)
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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)
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if(amount_temp >= 20)
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var/sheets_to_make = round(amount_temp * 0.05) //and 20 to 1 brass
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var/used = sheets_to_make * 20
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@@ -108,7 +108,7 @@
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if(source)
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return FALSE
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if(proselytizer.metal_to_power)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
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if(get_amount() >= 10)
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var/sheets_to_make = round(get_amount() * 0.1)
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var/used = sheets_to_make * 10
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@@ -126,7 +126,7 @@
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if(source)
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return FALSE
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if(proselytizer.metal_to_power)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
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if(get_amount() >= 5)
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var/sheets_to_make = round(get_amount() * 0.2)
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var/used = sheets_to_make * 5
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@@ -144,7 +144,7 @@
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if(source)
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return FALSE
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if(proselytizer.metal_to_power)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
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if(get_amount() >= 2)
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var/sheets_to_make = round(get_amount() * 0.5)
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var/used = sheets_to_make * 2
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@@ -162,7 +162,7 @@
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/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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if(source)
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return FALSE
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
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//Airlock conversion
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/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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@@ -375,16 +375,16 @@
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//Convert shards and gear bits directly to power
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/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
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/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.08), "spawn_dir" = SOUTH)
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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)
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/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.06), "spawn_dir" = SOUTH)
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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)
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/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.04), "spawn_dir" = SOUTH)
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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)
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/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
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return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.02), "spawn_dir" = SOUTH)
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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)
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@@ -124,7 +124,7 @@
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L.adjustToxLoss(totaldamage * 0.5, TRUE, TRUE)
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var/healseverity = max(round(totaldamage*0.05, 1), 1) //shows the general severity of the damage you just healed, 1 glow per 20
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for(var/i in 1 to healseverity)
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new /obj/effect/overlay/temp/heal(targetturf, "#1E8CE1")
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new /obj/effect/temp_visual/heal(targetturf, "#1E8CE1")
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clockwork_say(ranged_ability_user, text2ratvar("Mend wounded flesh!"))
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add_logs(ranged_ability_user, L, "healed with Sentinel's Compromise")
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else
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@@ -173,7 +173,7 @@
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if(usable_power > 0 && C.cell.use(usable_power))
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multiplier += (usable_power * 0.001)
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qdel(VC)
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new/obj/effect/overlay/temp/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
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new/obj/effect/temp_visual/ratvar/volt_hit/true(targetturf, ranged_ability_user, multiplier)
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add_logs(ranged_ability_user, targetturf, "fired a volt ray")
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remove_ranged_ability()
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