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Expanded Wizard and Blob crew credits #18980
Expanded Wizard and Blob crew credits #18980
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…icars/goonstation into more-antag-crew-credits-stuff
Testing note: If you need to test the blob change on your own local, you may encounter a problem where no crew credits are generated at all. From what I can tell, this is because no minds are added to minds in gameticker.dm since the blob before spawning its nucleus isn't a mob (?? I guess ??) |
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One last nitpick
@@ -130,13 +129,14 @@ | |||
get_statistics() | |||
// Add the wizard's chosen spells to the crew credits | |||
var/list/purchases = list() | |||
#define SPELL_ANIMATION_FRAME 5 // This will break if ever the wizard spell animations are changed |
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#define
s don't go out of scope by themselves so to make a local define like this you need a matching #undef SPELL_ANIMATION_FRAME
after it has finished being used.
gasp, the spell animations did change!! went ahead and modified the logic so the cool new soulguard art ( #19099) displays properly This also fixes the annoying issue where Soulguard wasn't properly 'centered' like the other spells (you can see this in my original screenshot). That one didn't seem fixable without a bigger edit of the crew credits code from what i could tell so yipee! |
Oh, perfect! |
About the PR
Adds more antag data to crew credits! This includes the spells wizards purchased and the upgrades the blob picked! As well as some misc text data from blobs I've seen people wonder over in deadchat before.
The blob data can get a little busy if they were very hungry and bought a lot of repeated upgrades, but I figured that's probably ok? Spiefs credits can also get pretty bloated if they stole a lot.
Code note: Currently, the frame of the wizard icons are all set to 5 via a new variable, spell_animation_frame. We need this since the wizard spells play a very pretty little animation when you first purcahse them, and we'd like to use the last frame of that animation if possible.
I tried for several hours to try to figure out where or how this animation is handled so I could access the frame by code, but gave up after a lot of dead ends. 🙃 Perhaps in the case the animation changed, even a more advanced setup would break regardless...? I don't really know, maybe someone wiser could set me straight
It /does/ seem like there other instances in the codebase of icon2base64 that use hard set, non-1 values, so maybe its fine? I'm not really sure.
Why's this needed?
I just think it's neat to see what people picked!
Changelog
[FEATURE] [UI]