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Aurora.3/code/game/objects/effects/projectile/projectile_effects.dm

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/obj/effect/projectile
name = "pew"
icon = 'icons/obj/projectiles.dmi'
icon_state = null
layer = 4.5
anchored = TRUE
unacidable = TRUE
light_power = 1
light_range = 2
light_color = "#00ffff"
mouse_opacity = 0
appearance_flags = 0
/obj/effect/projectile/singularity_pull()
return
/obj/effect/projectile/singularity_act()
return
/obj/effect/projectile/proc/scale_to(nx,ny,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Scale(nx,ny)
transform = M
/obj/effect/projectile/proc/turn_to(angle,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Turn(angle)
transform = M
/obj/effect/projectile/New(angle_override, p_x, p_y, color_override, scaling = 1)
if(angle_override && p_x && p_y && color_override && scaling)
apply_vars(angle_override, p_x, p_y, color_override, scaling)
return ..()
/obj/effect/projectile/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
var/mutable_appearance/look = new(src)
look.pixel_x = p_x
look.pixel_y = p_y
if(color_override)
look.color = color_override
appearance = look
scale_to(1,scaling, FALSE)
turn_to(angle_override, FALSE)
if(!isnull(new_loc)) //If you want to null it just delete it...
forceMove(new_loc)
for(var/i in 1 to increment)
pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)