/obj/effect/overlay name = "overlay" /obj/effect/overlay/singularity_act() return /obj/effect/overlay/singularity_pull() return /obj/effect/overlay/beam//Not actually a projectile, just an effect. name = "beam" icon = 'icons/effects/beam.dmi' icon_state = "b_beam" var/atom/BeamSource /obj/effect/overlay/beam/Initialize(mapload) . = ..() QDEL_IN(src, 10) /obj/effect/overlay/sparkles gender = PLURAL name = "sparkles" icon = 'icons/effects/effects.dmi' icon_state = "shieldsparkles" anchored = TRUE /obj/effect/overlay/thermite name = "thermite" desc = "Looks hot." icon = 'icons/effects/fire.dmi' icon_state = "2" //what? anchored = TRUE plane = ABOVE_GAME_PLANE layer = FLY_LAYER mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/overlay/vis mouse_opacity = MOUSE_OPACITY_TRANSPARENT anchored = TRUE vis_flags = VIS_INHERIT_DIR ///When detected to be unused it gets set to world.time, after a while it gets removed var/unused = 0 ///overlays which go unused for this amount of time get cleaned up var/cache_expiration = 2 MINUTES /obj/effect/overlay/atmos_excited name = "excited group" icon = null icon_state = null anchored = TRUE // should only appear in vis_contents, but to be safe appearance_flags = RESET_TRANSFORM | TILE_BOUND invisibility = INVISIBILITY_ABSTRACT mouse_opacity = MOUSE_OPACITY_TRANSPARENT vis_flags = VIS_INHERIT_PLANE plane = HIGH_GAME_PLANE /// Door overlay for animating closets /obj/effect/overlay/closet_door anchored = TRUE plane = FLOAT_PLANE layer = FLOAT_LAYER vis_flags = VIS_INHERIT_ID appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE