Files
GS13NG/code/game/objects/effects/effect_system/effect_system.dm
Poojawa cf59ac1c3d 12/21 modernizations from TG live (#103)
* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
2016-12-22 03:57:55 -06:00

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/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = 0
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/particle_effect/New()
..()
if(ticker)
cameranet.updateVisibility(src)
/obj/effect/particle_effect/Destroy()
if(ticker)
cameranet.updateVisibility(src)
..()
return QDEL_HINT_PUTINPOOL
/datum/effect_system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/effect_type
var/total_effects = 0
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect_system/proc/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/datum/effect_system/proc/start()
for(var/i in 1 to number)
if(total_effects > 20)
return
addtimer(src, "generate_effect", 0)
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/E = PoolOrNew(effect_type, location)
total_effects++
var/direction
if(cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
addtimer(src, "decrement_total_effect", 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--