///////////////////////////////////////////// //////// Attach a trail to any object, that spawns when it moves (like for the jetpack) /// just pass in the object to attach it to in set_up /// Then do start() to start it and stop() to stop it, obviously /// and don't call start() in a loop that will be repeated otherwise it'll get spammed! ///////////////////////////////////////////// /datum/effect_system/trail_follow var/turf/oldposition var/processing = 1 var/on = 1 /datum/effect_system/trail_follow/set_up(atom/atom) attach(atom) oldposition = get_turf(atom) /datum/effect_system/trail_follow/Destroy() oldposition = null return ..() /datum/effect_system/trail_follow/proc/stop() processing = 0 on = 0 oldposition = null /datum/effect_system/trail_follow/steam effect_type = /obj/effect/particle_effect/steam /datum/effect_system/trail_follow/steam/start() if(!on) on = 1 processing = 1 if(!oldposition) oldposition = get_turf(holder) if(processing) processing = 0 if(number < 3) var/obj/effect/particle_effect/steam/I = PoolOrNew(/obj/effect/particle_effect/steam, oldposition) number++ I.setDir(holder.dir) oldposition = get_turf(holder) spawn(10) qdel(I) number-- spawn(2) if(on) processing = 1 start() /obj/effect/particle_effect/ion_trails name = "ion trails" icon_state = "ion_trails" anchored = 1 /datum/effect_system/trail_follow/ion effect_type = /obj/effect/particle_effect/ion_trails /datum/effect_system/trail_follow/ion/start() //Whoever is responsible for this abomination of code should become an hero if(!on) on = 1 processing = 1 if(!oldposition) oldposition = get_turf(holder) if(processing) processing = 0 var/turf/T = get_turf(holder) if(T != oldposition) if(!has_gravity(T)) var/obj/effect/particle_effect/ion_trails/I = PoolOrNew(effect_type, oldposition) I.setDir(holder.dir) flick("ion_fade", I) I.icon_state = "" spawn(20) qdel(I) oldposition = T spawn(2) if(on) processing = 1 start() //Reagent-based explosion effect /datum/effect_system/reagents_explosion var/amount // TNT equivalent var/flashing = 0 // does explosion creates flash effect? var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion var/explosion_message = 1 //whether we show a message to mobs. /datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0, message = 1) amount = amt explosion_message = message if(isturf(loca)) location = loca else location = get_turf(loca) flashing = flash flashing_factor = flash_fact /datum/effect_system/reagents_explosion/start() if(explosion_message) location.visible_message("The solution violently explodes!", \ "You hear an explosion!") if (amount <= 2) var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(2, 1, location) s.start() for(var/mob/M in viewers(1, location)) if (prob (50 * amount)) M << "The explosion knocks you down." M.Weaken(rand(1,5)) return else var/devastation = -1 var/heavy = -1 var/light = -1 var/flash = -1 // Clamp all values to MAX_EXPLOSION_RANGE if (round(amount/12) > 0) devastation = min (MAX_EX_DEVESTATION_RANGE, devastation + round(amount/12)) if (round(amount/6) > 0) heavy = min (MAX_EX_HEAVY_RANGE, heavy + round(amount/6)) if (round(amount/3) > 0) light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3)) if (flashing && flashing_factor) flash += (round(amount/4) * flashing_factor) explosion(location, devastation, heavy, light, flash)