functionality
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@@ -0,0 +1,44 @@
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/**
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* Internal atom that copies an appearance on to the blocker plane
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*
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* Copies an appearance vis render_target and render_source on to the emissive blocking plane.
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* This means that the atom in question will block any emissive sprites.
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* This should only be used internally. If you are directly creating more of these, you're
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* almost guaranteed to be doing something wrong.
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*/
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/atom/movable/emissive_blocker
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name = ""
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plane = EMISSIVE_BLOCKER_PLANE
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layer = EMISSIVE_BLOCKER_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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//Why?
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//render_targets copy the transform of the target as well, but vis_contents also applies the transform
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//to what's in it. Applying RESET_TRANSFORM here makes vis_contents not apply the transform.
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//Since only render_target handles transform we don't get any applied transform "stacking"
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appearance_flags = RESET_TRANSFORM
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/atom/movable/emissive_blocker/Initialize(mapload, source)
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. = ..()
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verbs.Cut() //Cargo culting from lighting object, this maybe affects memory usage?
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render_source = source
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/atom/movable/emissive_blocker/ex_act(severity)
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return FALSE
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/atom/movable/emissive_blocker/singularity_act()
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return
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/atom/movable/emissive_blocker/singularity_pull()
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return
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/atom/movable/emissive_blocker/blob_act()
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return
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/atom/movable/emissive_blocker/onTransitZ()
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return
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//Prevents people from moving these after creation, because they shouldn't be.
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/atom/movable/emissive_blocker/forceMove(atom/destination, no_tp=FALSE, harderforce = FALSE)
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if(harderforce)
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return ..()
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@@ -10,6 +10,8 @@
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combat_flags = COMBAT_FLAGS_DEFAULT
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status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH|CANSTAGGER
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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//Hair colour and style
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var/hair_color = "000"
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var/hair_style = "Bald"
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@@ -12,6 +12,7 @@
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type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/monkey
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gib_type = /obj/effect/decal/cleanable/blood/gibs
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unique_name = TRUE
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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bodyparts = list(/obj/item/bodypart/chest/monkey, /obj/item/bodypart/head/monkey, /obj/item/bodypart/l_arm/monkey,
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/obj/item/bodypart/r_arm/monkey, /obj/item/bodypart/r_leg/monkey, /obj/item/bodypart/l_leg/monkey)
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hud_type = /datum/hud/monkey
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@@ -10,6 +10,8 @@
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has_limbs = 1
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hud_type = /datum/hud/robot
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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var/custom_name = ""
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var/braintype = "Cyborg"
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var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
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@@ -8,6 +8,8 @@
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/list/datum/action/actions = list()
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