fixes puddles, cultism checks, spellchecks
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+1
-1
@@ -87,7 +87,7 @@
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if(!M || !M.current)
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continue
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if(ishuman(M.current))
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M.current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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M.current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -ANTAG_LAYER))
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var/turf/T = get_turf(src)
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var/list/open_turfs = list()
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for(var/turf/open/OT in orange(1, T))
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@@ -139,7 +139,7 @@
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current.throw_alert("clockinfo", /obj/screen/alert/clockwork/infodump)
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var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
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if(G && G.active && ishuman(current))
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current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -ANTAG_LAYER))
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/datum/antagonist/clockcult/remove_innate_effects(mob/living/mob_override)
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var/mob/living/current = owner.current
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@@ -332,7 +332,7 @@
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var/mob/living/carbon/human/H = cultist
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new /obj/effect/temp_visual/cult/sparks(get_turf(H), H.dir)
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var/istate = pick("halo1","halo2","halo3","halo4","halo5","halo6")
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H.add_overlay(mutable_appearance('icons/effects/32x64.dmi', istate, -BODY_FRONT_LAYER))
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H.add_overlay(mutable_appearance('icons/effects/32x64.dmi', istate, -ANTAG_LAYER))
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/datum/team/cult/proc/setup_objectives()
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//SAC OBJECTIVE , todo: move this to objective internals
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@@ -47,6 +47,7 @@
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owner.cut_overlays() //we dont show our normal sprite, we show a puddle sprite
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var/obj/effect/puddle_effect = new puddle_into_effect(get_turf(owner), owner.dir)
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puddle_effect.color = mutcolor
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puddle_effect.transform = H.transform //copy mob size for consistent meltdown appearance
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H.Stun(in_transformation_duration, ignore_canstun = TRUE) //cant move while transforming
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//series of traits that make up the puddle behaviour
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@@ -89,6 +90,7 @@
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H.cut_overlay(tracked_overlay)
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var/obj/effect/puddle_effect = new puddle_from_effect(get_turf(owner), owner.dir)
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puddle_effect.color = tracked_overlay.color
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puddle_effect.transform = H.transform //copy mob size for consistent transform size
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H.Stun(out_transformation_duration, ignore_canstun = TRUE)
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sleep(out_transformation_duration)
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REMOVE_TRAIT(H, TRAIT_PARALYSIS_L_ARM, SLIMEPUDDLE_TRAIT)
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@@ -106,5 +108,6 @@
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is_puddle = FALSE
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if(squeak)
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squeak.RemoveComponent()
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H.regenerate_icons()
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transforming = FALSE
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UpdateButtonIcon()
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@@ -100,10 +100,29 @@ There are several things that need to be remembered:
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update_mutations_overlay()
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//damage overlays
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update_damage_overlays()
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//antagonism
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update_antag_overlays()
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/* --------------------------------------- */
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//vvvvvv UPDATE_INV PROCS vvvvvv
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/mob/living/carbon/human/update_antag_overlays()
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remove_overlay(ANTAG_LAYER)
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var/datum/antagonist/cult/D = src?.mind?.has_antag_datum(/datum/antagonist/cult) //check for cultism
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if(D && D.cult_team?.cult_ascendent == TRUE)
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var/istate = pick("halo1","halo2","halo3","halo4","halo5","halo6")
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var/mutable_appearance/new_cult_overlay = mutable_appearance('icons/effects/32x64.dmi', istate, -ANTAG_LAYER)
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overlays_standing[ANTAG_LAYER] = new_cult_overlay
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var/datum/antagonist/clockcult/C = src?.mind?.has_antag_datum(/datum/antagonist/clockcult) //check for clockcultism - surely one can't be both cult and clockie, right?
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if(C)
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var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
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if(G && G.active && ishuman(src))
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var/mutable_appearance/new_cult_overlay = mutable_appearance('icons/effects/genetics.dmi', "servitude", -ANTAG_LAYER)
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overlays_standing[ANTAG_LAYER] = new_cult_overlay
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apply_overlay(ANTAG_LAYER)
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/mob/living/carbon/human/update_inv_w_uniform()
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(UNIFORM_LAYER)
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@@ -69,3 +69,6 @@
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/mob/proc/update_inv_ears()
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return
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/mob/proc/update_antag_overlays()
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return
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@@ -330,7 +330,7 @@
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name = "Hollow Water"
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description = "An ubiquitous chemical substance that is composed of hydrogen and oxygen, but it looks kinda hollow."
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color = "#88878777"
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taste_description = "emptyiness"
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taste_description = "emptiness"
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/datum/reagent/water/holywater
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