cleanup of game folder, other fixes
This commit is contained in:
@@ -21,7 +21,8 @@
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diseases_to_add += D
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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. = ..()
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return//. = ..()//cleanable stuff sometimes needs to be in objs
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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if(mergeable_decal)
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@@ -234,23 +234,19 @@
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location = get_turf(loca)
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amount = round(sqrt(amt / 2), 1)
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carry.copy_to(chemholder, carry.total_volume, 4) //The foam holds 4 times the total reagents volume for balance purposes.
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carry.copy_to(chemholder, 4*carry.total_volume) //The foam holds 4 times the total reagents volume for balance purposes.
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/datum/effect_system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype)
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..()
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metal = metaltype
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/datum/effect_system/foam_spread/start()
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var/obj/effect/particle_effect/foam/foundfoam = locate() in location
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if(foundfoam)//If there was already foam where we start, we add our foaminess to it.
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foundfoam.amount += amount
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else
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var/obj/effect/particle_effect/foam/F = new effect_type(location)
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var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
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chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
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F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
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F.amount = amount
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F.metal = metal
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var/obj/effect/particle_effect/foam/F = new effect_type(location)
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var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
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chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
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F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
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F.amount = amount
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F.metal = metal
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//////////////////////////////////////////////////////////
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@@ -271,7 +271,7 @@
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else
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location = get_turf(loca)
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amount = radius
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carry.copy_to(chemholder, carry.total_volume, 4) //The smoke holds 4 times the total reagents volume for balance purposes.
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carry.copy_to(chemholder, 4*carry.total_volume) //The smoke holds 4 times the total reagents volume for balance purposes.
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if(!silent)
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var/contained = ""
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@@ -6,6 +6,12 @@
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opacity = 0
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density = TRUE
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CanAtmosPass = ATMOS_PASS_DENSITY
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var/timeleft = 300 //Set to 0 for permanent forcefields (ugh)
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/obj/effect/forcefield/New()
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..()
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if(timeleft)
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QDEL_IN(src, timeleft)
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/obj/effect/forcefield/singularity_pull()
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return
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@@ -15,6 +21,8 @@
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name = "glowing wall"
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icon = 'icons/effects/cult_effects.dmi'
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icon_state = "cultshield"
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CanAtmosPass = ATMOS_PASS_NO
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timeleft = 200
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///////////Mimewalls///////////
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@@ -22,11 +30,6 @@
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icon_state = "empty"
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name = "invisible wall"
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desc = "You have a bad feeling about this."
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var/timeleft = 300
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/obj/effect/forcefield/mime/New()
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..()
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QDEL_IN(src, timeleft)
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/obj/effect/forcefield/mime/advanced
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name = "invisible blockade"
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@@ -113,10 +113,10 @@
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/obj/effect/spawner/lootdrop/organ_spawner
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name = "organ spawner"
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loot = list(
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/obj/item/organ/heart/gland/bloody = 7,
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/obj/item/organ/heart/gland/bodysnatch = 4,
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/obj/item/organ/heart/gland/electric = 3,
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/obj/item/organ/heart/gland/trauma = 4,
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/obj/item/organ/heart/gland/egg = 7,
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/obj/item/organ/heart/gland/emp = 3,
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/obj/item/organ/heart/gland/chem = 5,
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/obj/item/organ/heart/gland/mindshock = 5,
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/obj/item/organ/heart/gland/plasma = 7,
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/obj/item/organ/heart/gland/pop = 5,
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@@ -48,6 +48,11 @@
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icon_state = "floorglow"
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duration = 5
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/obj/effect/temp_visual/cult/portal
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icon_state = "space"
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duration = 600
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layer = ABOVE_OBJ_LAYER
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//visuals for runes being magically created
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/obj/effect/temp_visual/cult/rune_spawn
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icon_state = "runeouter"
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@@ -1,70 +0,0 @@
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/proc/generate_projectile_beam_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
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if(!istype(starting) || !istype(ending) || !ispath(beam_type))
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return
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var/datum/point/midpoint = point_midpoint_points(starting, ending)
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var/obj/effect/projectile_beam/PB = new beam_type
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PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
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. = PB
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if(qdel_in)
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QDEL_IN(PB, qdel_in)
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/obj/effect/projectile_beam
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icon = 'icons/obj/projectiles.dmi'
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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light_power = 1
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/singularity_pull()
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return
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/obj/effect/projectile_beam/singularity_act()
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return
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Scale(nx,ny)
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transform = M
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/obj/effect/projectile_beam/proc/turn_to(angle,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Turn(angle)
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transform = M
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/obj/effect/projectile_beam/New(angle_override, p_x, p_y, color_override, scaling = 1)
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if(angle_override && p_x && p_y && color_override && scaling)
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apply_vars(angle_override, p_x, p_y, color_override, scaling)
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return ..()
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/obj/effect/projectile_beam/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
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var/mutable_appearance/look = new(src)
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look.pixel_x = p_x
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look.pixel_y = p_y
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if(color_override)
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look.color = color_override
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appearance = look
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scale_to(1,scaling, FALSE)
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turn_to(angle_override, FALSE)
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if(!isnull(new_loc)) //If you want to null it just delete it...
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forceMove(new_loc)
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for(var/i in 1 to increment)
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pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
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pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
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/obj/effect/projectile_beam/tracer
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icon_state = "tracer_beam"
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/obj/effect/projectile_beam/tracer/aiming
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icon_state = "gbeam"
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@@ -0,0 +1,35 @@
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/obj/effect/projectile/impact
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name = "beam impact"
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icon = 'icons/obj/projectiles_impact.dmi'
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/obj/effect/projectile/impact/laser
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name = "laser impact"
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icon_state = "impact_laser"
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/obj/effect/projectile/impact/laser/blue
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name = "laser impact"
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icon_state = "impact_blue"
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/obj/effect/projectile/impact/disabler
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name = "disabler impact"
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icon_state = "impact_omni"
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/obj/effect/projectile/impact/xray
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name = "xray impact"
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icon_state = "impact_xray"
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/obj/effect/projectile/impact/pulse
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name = "pulse impact"
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icon_state = "impact_u_laser"
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/obj/effect/projectile/impact/plasma_cutter
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name = "plasma impact"
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icon_state = "impact_plasmacutter"
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/obj/effect/projectile/impact/stun
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name = "stun impact"
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icon_state = "impact_stun"
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/obj/effect/projectile/impact/heavy_laser
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name = "heavy laser impact"
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icon_state = "impact_beam_heavy"
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@@ -0,0 +1,27 @@
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/obj/effect/projectile/muzzle
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name = "muzzle flash"
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icon = 'icons/obj/projectiles_muzzle.dmi'
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/obj/effect/projectile/muzzle/laser
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icon_state = "muzzle_laser"
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/obj/effect/projectile/muzzle/laser/blue
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icon_state = "muzzle_laser_blue"
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/obj/effect/projectile/muzzle/disabler
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icon_state = "muzzle_omni"
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/obj/effect/projectile/muzzle/xray
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icon_state = "muzzle_xray"
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/obj/effect/projectile/muzzle/pulse
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icon_state = "muzzle_u_laser"
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/obj/effect/projectile/muzzle/plasma_cutter
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icon_state = "muzzle_plasmacutter"
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/obj/effect/projectile/muzzle/stun
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icon_state = "muzzle_stun"
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/obj/effect/projectile/muzzle/heavy_laser
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icon_state = "muzzle_beam_heavy"
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@@ -0,0 +1,56 @@
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/obj/effect/projectile
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name = "pew"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "nothing"
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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light_power = 1
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile/singularity_pull()
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return
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/obj/effect/projectile/singularity_act()
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return
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/obj/effect/projectile/proc/scale_to(nx,ny,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Scale(nx,ny)
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transform = M
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/obj/effect/projectile/proc/turn_to(angle,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Turn(angle)
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transform = M
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/obj/effect/projectile/New(angle_override, p_x, p_y, color_override, scaling = 1)
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if(angle_override && p_x && p_y && color_override && scaling)
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apply_vars(angle_override, p_x, p_y, color_override, scaling)
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return ..()
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/obj/effect/projectile/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
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var/mutable_appearance/look = new(src)
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look.pixel_x = p_x
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look.pixel_y = p_y
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if(color_override)
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look.color = color_override
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appearance = look
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scale_to(1,scaling, FALSE)
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turn_to(angle_override, FALSE)
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if(!isnull(new_loc)) //If you want to null it just delete it...
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forceMove(new_loc)
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for(var/i in 1 to increment)
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pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
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pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
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@@ -0,0 +1,51 @@
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/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
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if(!istype(starting) || !istype(ending) || !ispath(beam_type))
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return
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var/datum/point/midpoint = point_midpoint_points(starting, ending)
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var/obj/effect/projectile/tracer/PB = new beam_type
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PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
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. = PB
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if(qdel_in)
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QDEL_IN(PB, qdel_in)
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/obj/effect/projectile/tracer
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name = "beam"
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icon = 'icons/obj/projectiles_tracer.dmi'
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/obj/effect/projectile/tracer/laser
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name = "laser"
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icon_state = "beam"
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/obj/effect/projectile/tracer/laser/blue
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icon_state = "beam_blue"
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/obj/effect/projectile/tracer/disabler
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name = "disabler"
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icon_state = "beam_omni"
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/obj/effect/projectile/tracer/xray
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name = "xray laser"
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icon_state = "xray"
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/obj/effect/projectile/tracer/pulse
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name = "pulse laser"
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icon_state = "u_laser"
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/obj/effect/projectile/tracer/plasma_cutter
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name = "plasma blast"
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icon_state = "plasmacutter"
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/obj/effect/projectile/tracer/stun
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name = "stun beam"
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icon_state = "stun"
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/obj/effect/projectile/tracer/heavy_laser
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name = "heavy laser"
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icon_state = "beam_heavy"
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//BEAM RIFLE
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/obj/effect/projectile/tracer/tracer/beam_rifle
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icon_state = "tracer_beam"
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/obj/effect/projectile/tracer/tracer/aiming
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icon_state = "pixelbeam_greyscale"
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Block a user