//objects in /obj/effect should never be things that are attackable, use obj/structure instead. //Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc... /obj/effect icon = 'icons/effects/effects.dmi' resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF /obj/effect/attackby(obj/item/I, mob/living/user, params) return /obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir) return /obj/effect/fire_act(exposed_temperature, exposed_volume) return /obj/effect/acid_act() return /obj/effect/mech_melee_attack(obj/mecha/M) return 0 /obj/effect/blob_act() return /obj/effect/ex_act(severity, target) if(target == src) qdel(src) else switch(severity) if(1) qdel(src) if(2) if(prob(60)) qdel(src) if(3) if(prob(25)) qdel(src) /obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) return 0