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Portals now have a colorful glow (#77298)
## About The Pull Request Most instances of /obj/effect/portal now faintly glow their respective color.  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! /🆑
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@@ -18,17 +18,30 @@
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anchored = TRUE
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density = TRUE // dense for receiving bumbs
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layer = HIGH_OBJ_LAYER
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light_system = STATIC_LIGHT
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light_range = 3
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light_power = 1
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light_on = TRUE
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light_color = COLOR_BLUE_LIGHT
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/// Are mechs able to enter this portal?
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var/mech_sized = FALSE
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/// A reference to another "linked" destination portal
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var/obj/effect/portal/linked
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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.
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/// Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
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var/hardlinked = TRUE
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/// What teleport channel does this portal use?
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var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
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var/turf/hard_target //For when a portal needs a hard target and isn't to be linked.
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/// For when a portal needs a hard target and isn't to be linked.
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var/turf/hard_target
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/// Do we teleport anchored objects?
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var/allow_anchored = FALSE
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/// What precision value do we pass to do_teleport (how far from the target destination we will pop out at).
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var/innate_accuracy_penalty = 0
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/// Used to track how often sparks should be output. Might want to turn this into a cooldown.
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var/last_effect = 0
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/// Does this portal bypass teleport restrictions? like TRAIT_NO_TELEPORT and NOTELEPORT flags.
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var/force_teleport = FALSE
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//does this portal create spark effect when teleporting?
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/// Does this portal create spark effect when teleporting?
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var/sparkless = FALSE
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/obj/effect/portal/anom
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@@ -39,6 +52,7 @@
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plane = ABOVE_GAME_PLANE
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mech_sized = TRUE
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teleport_channel = TELEPORT_CHANNEL_WORMHOLE
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light_on = FALSE
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/obj/effect/portal/Move(newloc)
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for(var/T in newloc)
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