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https://github.com/Aurorastation/Aurora.3.git
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Decided to revive and revamp this a little bit before the Horizon gets to Light's Edge since I never followed through with the previous PR. <img width="916" height="550" alt="image" src="https://github.com/user-attachments/assets/478507a7-fae9-42b0-b5b8-2b7e6aa434ea" /> So that the Star may someday return. --------- Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com> Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
65 lines
1.6 KiB
Plaintext
65 lines
1.6 KiB
Plaintext
/obj/effect/decal
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layer = DECAL_LAYER
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/obj/effect/decal/tesla_act()
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return
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/obj/effect/decal/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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icon = 'icons/mob/screen/generic.dmi'
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icon_state = "arrow"
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layer = POINTER_LAYER
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anchored = 1
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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// Used for spray that you spray at walls, tables, hydrovats etc
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/obj/effect/decal/spraystill
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density = 0
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anchored = 1
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layer = PROJECTILE_LAYER
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//Used for imitating an object's sprite for decorative purposes.
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/obj/effect/decal/fake_object
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name = "object"
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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density = 0
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anchored = 1
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layer = OBJ_LAYER
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mouse_opacity = MOUSE_OPACITY_ICON
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/obj/effect/decal/fake_object/assunzione_flag
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name = "\improper Assunzione flag"
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desc = "The flag of the Republic of Assunzione."
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icon = 'icons/obj/structure/flags.dmi'
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icon_state = "assunzione"
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// Fancy animated effect used for the holodecks.
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/obj/effect/decal/rolling_fog
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name = "rolling fog"
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icon = 'icons/effects/props/holodeck/biesel/32x32.dmi'
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icon_state = "fog_roll"
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anchored = 1
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layer = ABOVE_PROJECTILE_LAYER
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/obj/effect/decal/fake_object/Initialize(mapload)
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.=..()
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appearance_flags &= ~TILE_BOUND
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/obj/effect/decal/fake_object/light_source
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name = "light source"
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icon = 'icons/obj/lighting.dmi'
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icon_state = "glowstick-on"
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light_power = 1
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light_range = 5
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light_color = LIGHT_COLOR_HALOGEN
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/obj/effect/decal/fake_object/light_source/Initialize()
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.=..()
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set_light(light_range, light_power, light_color)
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/obj/effect/decal/fake_object/light_source/invisible
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simulated = FALSE
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invisibility = INVISIBILITY_ABSTRACT
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