ff3f84ab81
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
63 lines
2.5 KiB
Plaintext
63 lines
2.5 KiB
Plaintext
//The necropolis gate is used to call forth Legion from the Necropolis.
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/obj/structure/necropolis_gate
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name = "necropolis gate"
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desc = "A tremendous and impossibly large gateway, bored into dense bedrock."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "door"
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anchored = 1
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density = 1
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opacity = 1
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bound_width = 96
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bound_height = 96
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pixel_x = -32
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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light_range = 1
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var/boss = FALSE
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var/is_anyone_home = FALSE
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/obj/structure/necropolis_gate/attack_hand(mob/user)
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for(var/mob/living/simple_animal/hostile/megafauna/legion/L in GLOB.mob_list)
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return
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if(is_anyone_home)
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return
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var/safety = alert(user, "You think this might be a bad idea...", "Knock on the door?", "Proceed", "Abort")
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if(safety == "Abort" || !in_range(src, user) || !src || is_anyone_home || user.incapacitated())
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return
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user.visible_message("<span class='warning'>[user] knocks on [src]...</span>", "<span class='boldannounce'>You tentatively knock on [src]...</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 100, 1)
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is_anyone_home = TRUE
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sleep(50)
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if(boss)
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to_chat(user, "<span class='notice'>There's no response.</span>")
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is_anyone_home = FALSE
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return 0
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boss = TRUE
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visible_message("<span class='warning'>Locks along the door begin clicking open from within...</span>")
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var/volume = 60
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for(var/i in 1 to 3)
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playsound(src, 'sound/items/Deconstruct.ogg', volume, 0)
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volume += 20
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sleep(10)
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sleep(10)
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visible_message("<span class='userdanger'>Something horrible emerges from the Necropolis!</span>")
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message_admins("[key_name_admin(user)] has summoned Legion!")
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log_game("[key_name(user)] summoned Legion.")
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for(var/mob/M in GLOB.player_list)
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if(M.z == z)
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to_chat(M, "<span class='userdanger'>Discordant whispers flood your mind in a thousand voices. Each one speaks your name, over and over. Something horrible has come.</span>")
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M << 'sound/creatures/legion_spawn.ogg'
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flash_color(M, flash_color = "#FF0000", flash_time = 50)
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var/mutable_appearance/door_overlay = mutable_appearance('icons/effects/effects.dmi', "legiondoor")
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notify_ghosts("Legion has been summoned in the [get_area(src)]!", source = src, alert_overlay = door_overlay, action = NOTIFY_JUMP)
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is_anyone_home = FALSE
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new/mob/living/simple_animal/hostile/megafauna/legion(get_step(src.loc, SOUTH))
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/obj/structure/necropolis_gate/singularity_pull()
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return 0
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/obj/structure/necropolis_gate/Destroy(force)
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if(force)
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. = ..()
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else
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return QDEL_HINT_LETMELIVE
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