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Bubberstation/code/game/objects/effects/effects.dm
2017-07-26 20:44:42 -04:00

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//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 | FREEZE_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/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
return 0
/obj/effect/experience_pressure_difference()
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/singularity_act()
qdel(src)
return 0
/obj/effect/ConveyorMove()
return
/obj/effect/abstract/ex_act(severity, target)
return
/obj/effect/abstract/singularity_pull()
return
/obj/effect/abstract/singularity_act()
return