Portals now have a colorful glow (#77298)

## About The Pull Request

Most instances of /obj/effect/portal now faintly glow their respective
color.


![image](https://github.com/tgstation/tgstation/assets/28870487/3044b435-d4e7-4ba5-86f9-ca6f9e4415c1)

This was taken in the dark, the glow isn't as noticeable in the light.

Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.

Also autodocs some portal related vars and changes one proc to not use
single char vars.

I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game

Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
This commit is contained in:
Rhials
2023-08-05 10:02:00 -07:00
committed by GitHub
parent fc4de530ce
commit 1328e7130a
4 changed files with 28 additions and 11 deletions
+17 -3
View File
@@ -18,17 +18,30 @@
anchored = TRUE
density = TRUE // dense for receiving bumbs
layer = HIGH_OBJ_LAYER
light_system = STATIC_LIGHT
light_range = 3
light_power = 1
light_on = TRUE
light_color = COLOR_BLUE_LIGHT
/// Are mechs able to enter this portal?
var/mech_sized = FALSE
/// A reference to another "linked" destination portal
var/obj/effect/portal/linked
var/hardlinked = TRUE //Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
/// Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
var/hardlinked = TRUE
/// What teleport channel does this portal use?
var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
var/turf/hard_target //For when a portal needs a hard target and isn't to be linked.
/// For when a portal needs a hard target and isn't to be linked.
var/turf/hard_target
/// Do we teleport anchored objects?
var/allow_anchored = FALSE
/// What precision value do we pass to do_teleport (how far from the target destination we will pop out at).
var/innate_accuracy_penalty = 0
/// Used to track how often sparks should be output. Might want to turn this into a cooldown.
var/last_effect = 0
/// Does this portal bypass teleport restrictions? like TRAIT_NO_TELEPORT and NOTELEPORT flags.
var/force_teleport = FALSE
//does this portal create spark effect when teleporting?
/// Does this portal create spark effect when teleporting?
var/sparkless = FALSE
/obj/effect/portal/anom
@@ -39,6 +52,7 @@
plane = ABOVE_GAME_PLANE
mech_sized = TRUE
teleport_channel = TELEPORT_CHANNEL_WORMHOLE
light_on = FALSE
/obj/effect/portal/Move(newloc)
for(var/T in newloc)