/obj/effect/overlay name = "overlay" unacidable = 1 /// Added for possible image attachments to objects. For hallucinations and the like. var/i_attached /// Prevents janitorial cyborgs from cleaning this effect. var/no_clean = FALSE /obj/effect/overlay/Destroy() i_attached = null return ..() /obj/effect/overlay/beam//Not actually a projectile, just an effect. name="beam" icon='icons/effects/beam.dmi' icon_state="b_beam" blend_mode = BLEND_ADD plane = ABOVE_LIGHTING_PLANE animate_movement = FALSE var/tmp/atom/BeamSource /obj/effect/overlay/palmtree_r name = "palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm1" density = 1 layer = ABOVE_HUMAN_LAYER anchored = 1 /obj/effect/overlay/palmtree_l name = "palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm2" density = 1 layer = ABOVE_HUMAN_LAYER anchored = 1 /obj/effect/overlay/coconut name = "coconuts" icon = 'icons/misc/beach.dmi' icon_state = "coconuts" /obj/effect/overlay/bluespacify name = "bluespace" icon = 'icons/turf/space.dmi' icon_state = "bluespacify" plane = ABOVE_LIGHTING_PLANE layer = SUPERMATTER_WALL_LAYER /obj/effect/overlay/temp icon_state = "nothing" anchored = 1 layer = 5 mouse_opacity = MOUSE_OPACITY_TRANSPARENT var/duration = 10 //in deciseconds var/randomdir = TRUE var/timerid /obj/effect/overlay/temp/New() ..() if(randomdir) dir = (pick(GLOB.cardinals)) flick("[icon_state]", src) QDEL_IN(src, duration) /obj/effect/overlay/temp/ex_act(var/severity = 2.0) return /obj/effect/overlay/temp/dir_setting randomdir = FALSE /obj/effect/overlay/temp/dir_setting/New(loc, set_dir) if(set_dir) dir = set_dir ..() /obj/effect/overlay/temp/kinetic_blast name = "kinetic explosion" icon = 'icons/obj/projectiles.dmi' icon_state = "kinetic_blast" layer = 5 duration = 4 /obj/effect/overlay/temp/explosion name = "explosion" icon = 'icons/effects/96x96.dmi' icon_state = "explosion" pixel_x = -32 pixel_y = -32 duration = 8 /obj/effect/overlay/temp/explosion/fast icon_state = "explosionfast" duration = 4 /obj/effect/overlay/closet_door anchored = TRUE plane = FLOAT_PLANE layer = FLOAT_LAYER vis_flags = VIS_INHERIT_ID appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE /obj/effect/overlay/teleport_pulse icon = 'icons/effects/effects.dmi' icon_state = "emppulse" mouse_opacity = FALSE anchored = TRUE /obj/effect/overlay/teleport_pulse/Initialize(mapload, ...) . = ..() QDEL_IN(src, 8)