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added camera shake and stun to OB. #3605

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wants to merge 19 commits into from
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added camera shake and stun to OB. #3605

wants to merge 19 commits into from

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ghost
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@ghost ghost commented Jun 12, 2023

About the pull request

Added a camera shake and stun feature based on the user's distance to the OB.

Explain why it's good for the game

OBs should feel like OBs, and adding this feature just helps make OBs feel like an actual large explosion.

Changelog

🆑
add: added camera shake and stun to OB.
/:cl:

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You currently have a negative Fix/Feature pull request delta of -2. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

@github-actions github-actions bot added the Feature Feature coder badge label Jun 12, 2023
code/modules/cm_marines/orbital_cannon.dm Outdated Show resolved Hide resolved
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I'd like to see this on live before merging. Whenever review is sorted please testmerge (and ping me thanks).

@ghost ghost added Do Not Merge If you merge this PR, I will annihilate you Needs Testing Need to test it on the guinea pigs (production server) labels Jun 12, 2023
@ghost ghost requested a review from fira June 12, 2023 18:18
@ghost ghost self-requested a review June 12, 2023 19:07
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ghost commented Jun 13, 2023

Fixed the requested changes and should be ready for testing @morrowwolf

@harryob harryob added the Testmerge Candidate we'll test this while you're asleep and the server has 10 players label Jun 13, 2023
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I really like the effects though. This is good stuff.

code/modules/cm_marines/orbital_cannon.dm Outdated Show resolved Hide resolved
@ghost ghost marked this pull request as draft June 13, 2023 11:36
@ghost ghost marked this pull request as ready for review June 13, 2023 22:56
@@ -293,6 +293,52 @@ as having entered the turf.
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)

// everything below this line is strictly for handling ob camera shakes
// it can be modified in the future to handle other explosion types by interacting with power and falloff instead.
if(!warhead_kind)
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I think all of this should really be handled in OB code. If you're specifying "warhead_kind" you're looking at something that likely should be handled via object oriented programming. Sorry to have you refactor it again 😶

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@ghost ghost Jun 17, 2023

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It was initially like that but moving it here was the solution I found to fix the runtime, I moved it over with the expectation someone down the line would want to integrate the camera shake with this proc (current implementation is a bit hacky ngl). I'll move it back if need be.

@ghost ghost marked this pull request as draft June 16, 2023 21:17
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ghost commented Jun 17, 2023

Not exactly sure what happened but I messed up this branch, created a new one. #3658

@ghost ghost mentioned this pull request Jun 17, 2023
@ghost ghost closed this Jun 17, 2023
github-merge-queue bot pushed a commit that referenced this pull request Jul 1, 2023
# About the pull request

Added a camera shake and stun feature based on the user's distance to
the OB. This is a copy of an existing branch that I somehow managed to
mess up -> #3605

# Explain why it's good for the game

OBs should feel like OBs, and adding this feature just helps make OBs
feel like an actual large explosion.

# Changelog

:cl:
add: added camera shake and stun to OB.
/:cl:
This pull request was closed.
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3 participants