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Makes shields hits only spawn one visual (which is actually aligned with the ship) #2681

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Jul 12, 2024
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23 changes: 15 additions & 8 deletions nsv13/code/modules/overmap/shieldgen.dm
Original file line number Diff line number Diff line change
Expand Up @@ -338,31 +338,38 @@

/obj/effect/temp_visual/overmap_shield_hit
name = "Shield hit"
icon = 'nsv13/icons/overmap/shieldhit.dmi';
icon = 'nsv13/icons/overmap/shieldhit.dmi'
icon_state = "shieldhit"
duration = 0.75 SECONDS
layer = ABOVE_MOB_LAYER+0.1
animate_movement = NO_STEPS // Override the inbuilt movement engine to avoid bouncing
appearance_flags = TILE_BOUND | PIXEL_SCALE
vis_flags = VIS_INHERIT_ID
var/obj/structure/overmap/overmap

/obj/effect/temp_visual/overmap_shield_hit/Initialize(mapload, obj/structure/overmap/OM)
. = ..()
//Scale up the shield hit icon to roughly fit the overmap ship that owns us.
if(!OM)
if(!OM || !istype(OM))
log_runtime("Shield hit effect was made with no ship!")
return INITIALIZE_HINT_QDEL
overmap = OM
var/matrix/desired = new()
var/icon/I = icon(overmap.icon)
var/icon/I = icon(OM.icon)
var/resize_x = I.Width()/96
var/resize_y = I.Height()/96
desired.Scale(resize_x,resize_y)
desired.Turn(overmap.angle)
transform = desired
overmap.vis_contents += src
//Don't even ask, this makes it fit on the ship sprite properly most of the time
if(I.Width() <= 48)
pixel_x = -24
pixel_y = -24
else
pixel_x += round(I.Width()/16, 1)
pixel_y += pixel_x*round(I.Height()/32, 1)
OM.overlays.Add(src) //Otherwise it won't animate with the ship nicely
overmap = OM

/obj/effect/temp_visual/overmap_shield_hit/Destroy()
overmap?.vis_contents -= src
overmap?.overlays.Remove(src)
overmap = null
return ..()

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2 changes: 1 addition & 1 deletion nsv13/code/modules/overmap/weapons/damage.dm
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ Bullet reactions
if(shield_result)
var/damage_sound = pick('nsv13/sound/effects/ship/damage/shield_hit.ogg', 'nsv13/sound/effects/ship/damage/shield_hit2.ogg')
if(!impact_sound_cooldown)
new /obj/effect/temp_visual/overmap_shield_hit(get_turf(src), src)
new /obj/effect/temp_visual/overmap_shield_hit(src, src)
relay(damage_sound)
if(P.damage >= 15) //Flak begone
shake_everyone(5)
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