refactors clickcatchers/parallax/fullsceren (#15460)
* :) * that * move those there * refactor that too * wew * stuff * almost. * sigh * just need speed * stuf * pain * hm * tweaks * that * eh * wack * a * done * that's important * wacky * all that * fixes * typo * that * a * funny * that * that * woo * help im losing my fucking mind * okay * fix
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@@ -69,7 +69,7 @@
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do_sparks(5, TRUE, AM)
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if(isliving(AM))
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var/mob/living/L = AM
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L.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash/static)
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L.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash/static)
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L.clear_fullscreen("flash", 5)
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var/obj/item/transfer_valve/TTV = locate() in L.GetAllContents()
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if(TTV)
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+2
-2
@@ -141,7 +141,7 @@
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if(isliving(M.current) && M.current.stat != DEAD)
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var/turf/t_turf = isAI(M.current) ? get_step(get_step(src, NORTH),NORTH) : get_turf(src) // AI too fat, must make sure it always ends up a 2 tiles north instead of on the ark.
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do_teleport(M.current, t_turf, channel = TELEPORT_CHANNEL_CULT, forced = TRUE)
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M.current.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
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M.current.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
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M.current.clear_fullscreen("flash", 5)
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playsound(src, 'sound/magic/clockwork/invoke_general.ogg', 50, FALSE)
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recalls_remaining--
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@@ -311,7 +311,7 @@
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var/turf/T = get_turf(M)
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if(is_servant_of_ratvar(M) && (!T || T.z != z))
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M.forceMove(get_step(src, SOUTH))
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M.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
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M.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
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M.clear_fullscreen("flash", 5)
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progress_in_seconds += GATEWAY_SUMMON_RATE
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switch(progress_in_seconds)
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@@ -104,7 +104,7 @@
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/mob/living/carbon/true_devil/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
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return 666
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/mob/living/carbon/true_devil/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/flash, override_protection = 0)
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/mob/living/carbon/true_devil/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/tiled/flash, override_protection = 0)
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if(mind && has_bane(BANE_LIGHT))
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mind.disrupt_spells(-500)
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return ..() //flashes don't stop devils UNLESS it's their bane.
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