Files
Aurora.3/code/game/objects/effects/decals/misc.dm
T
a1ac4015ef Adds a Luceian Chapel setting to the holodecks (#22072)
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>
2026-03-23 09:15:55 +00:00

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/obj/effect/decal
layer = DECAL_LAYER
/obj/effect/decal/tesla_act()
return
/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen/generic.dmi'
icon_state = "arrow"
layer = POINTER_LAYER
anchored = 1
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = PROJECTILE_LAYER
//Used for imitating an object's sprite for decorative purposes.
/obj/effect/decal/fake_object
name = "object"
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
density = 0
anchored = 1
layer = OBJ_LAYER
mouse_opacity = MOUSE_OPACITY_ICON
/obj/effect/decal/fake_object/assunzione_flag
name = "\improper Assunzione flag"
desc = "The flag of the Republic of Assunzione."
icon = 'icons/obj/structure/flags.dmi'
icon_state = "assunzione"
// Fancy animated effect used for the holodecks.
/obj/effect/decal/rolling_fog
name = "rolling fog"
icon = 'icons/effects/props/holodeck/biesel/32x32.dmi'
icon_state = "fog_roll"
anchored = 1
layer = ABOVE_PROJECTILE_LAYER
/obj/effect/decal/fake_object/Initialize(mapload)
.=..()
appearance_flags &= ~TILE_BOUND
/obj/effect/decal/fake_object/light_source
name = "light source"
icon = 'icons/obj/lighting.dmi'
icon_state = "glowstick-on"
light_power = 1
light_range = 5
light_color = LIGHT_COLOR_HALOGEN
/obj/effect/decal/fake_object/light_source/Initialize()
.=..()
set_light(light_range, light_power, light_color)
/obj/effect/decal/fake_object/light_source/invisible
simulated = FALSE
invisibility = INVISIBILITY_ABSTRACT