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Merge branch 'master' into mapping-strata-1
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Venuska1117 authored Aug 8, 2024
2 parents 0ea4fbc + 0ce0c73 commit 817ed55
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Showing 8 changed files with 44 additions and 33 deletions.
36 changes: 28 additions & 8 deletions code/datums/ammo/shrapnel.dm
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Expand Up @@ -122,16 +122,36 @@
name = "glass shrapnel"
icon_state = "shrapnel_glass"

/datum/ammo/bullet/shrapnel/light/effect/ // no damage, but looks bright and neat
name = "sparks"

damage = 1 // Tickle tickle
/particles/shrapnel
icon = 'icons/obj/items/weapons/projectiles.dmi'
icon_state = "shrapnel_bright2"
width = 1000
height = 1000
count = 100
spawning = 0
lifespan = 0.6 SECONDS
fadein = 0.2 SECONDS
velocity = generator("square", 32 * 0.85, 32 * 1.15)
rotation = generator("num", 0, 359)

/obj/shrapnel_effect
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
unacidable = TRUE
blocks_emissive = EMISSIVE_BLOCK_GENERIC

/obj/shrapnel_effect/New()
. = ..()
particles = new /particles/shrapnel
particles.spawning = rand(5,9) + rand(5,9)
addtimer(CALLBACK(src, PROC_REF(stop)), 0.1 SECONDS)
QDEL_IN(src, 0.9 SECONDS)

/datum/ammo/bullet/shrapnel/light/effect/ver1
icon_state = "shrapnel_bright1"
/obj/shrapnel_effect/proc/stop()
particles.spawning = 0

/datum/ammo/bullet/shrapnel/light/effect/ver2
icon_state = "shrapnel_bright2"
/obj/shrapnel_effect/get_applying_acid_time()
return -1

/datum/ammo/bullet/shrapnel/jagged
shrapnel_chance = SHRAPNEL_CHANCE_TIER_2
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3 changes: 1 addition & 2 deletions code/datums/autocells/explosion.dm
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Expand Up @@ -295,8 +295,7 @@ as having entered the turf.

if(power >= 100) // powerful explosions send out some special effects
epicenter = get_turf(epicenter) // the ex_acts might have changed the epicenter
create_shrapnel(epicenter, rand(5,9), , ,/datum/ammo/bullet/shrapnel/light/effect/ver1, explosion_cause_data)
create_shrapnel(epicenter, rand(5,9), , ,/datum/ammo/bullet/shrapnel/light/effect/ver2, explosion_cause_data)
new /obj/shrapnel_effect(epicenter)

/proc/log_explosion(atom/A, datum/automata_cell/explosion/E)
if(isliving(A))
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4 changes: 1 addition & 3 deletions code/game/objects/explosion_recursive.dm
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Expand Up @@ -86,9 +86,7 @@ explosion resistance exactly as much as their health

if(power >= 100) // powerful explosions send out some special effects
epicenter = get_turf(epicenter) // the ex_acts might have changed the epicenter
create_shrapnel(epicenter, rand(5,9), , ,/datum/ammo/bullet/shrapnel/light/effect/ver1, explosion_cause_data)
sleep(1)
create_shrapnel(epicenter, rand(5,9), , ,/datum/ammo/bullet/shrapnel/light/effect/ver2, explosion_cause_data)
new /obj/shrapnel_effect(epicenter)

spawn(2) //just in case something goes wrong
if(explosion_in_progress)
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6 changes: 0 additions & 6 deletions code/modules/projectiles/projectile.dm
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Expand Up @@ -337,12 +337,6 @@

//Animate the visuals from starting position to new position

if(projectile_flags & PROJECTILE_SHRAPNEL) //there can be a LOT of shrapnel especially from a cluster OB, not important enough for the expense of an animate()
alpha = alpha_new
pixel_x = pixel_x_rel_new
pixel_y = pixel_y_rel_new
return

var/anim_time = delta_time * 0.1
animate(src, pixel_x = pixel_x_rel_new, pixel_y = pixel_y_rel_new, alpha = alpha_new, time = anim_time, flags = ANIMATION_END_NOW)

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6 changes: 0 additions & 6 deletions html/changelogs/AutoChangeLog-pr-6686.yml

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4 changes: 0 additions & 4 deletions html/changelogs/AutoChangeLog-pr-6786.yml

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4 changes: 0 additions & 4 deletions html/changelogs/AutoChangeLog-pr-6886.yml

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14 changes: 14 additions & 0 deletions html/changelogs/archive/2024-08.yml
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Expand Up @@ -165,3 +165,17 @@
stuff!
LTNTS:
- imageadd: port tgsprites for pills (including a new variation)
2024-08-08:
'?':
- bugfix: Fixed explosive implant not triggering when hearing the code-word.
BlackCrystalic:
- bugfix: No more admin data sended to normal players in who/staff who
Doubleumc:
- code_imp: shrapnel smoothly animates their movement
- code_imp: visual-effect-only shrapnel replaced by clientside particles
Venuska1117, Blundir:
- imageadd: add directional APC's Sprites.
- balance: Now there are only 3 APC's types, APC's with call_type high/super/hyper
are replaced with upgraded APC variant containing high capacity cell, weak variant
got replaced with normal APC variant.
- bugfix: Fixes APC's with wrong offsets (strata and Prison)

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