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Bubberstation/code/game/objects/effects/effects.dm
Jared-Fogle 96597d3157 Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.

The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
2020-11-28 07:55:26 -03:00

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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
move_resist = INFINITY
obj_flags = NONE
vis_flags = VIS_INHERIT_PLANE
/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 FALSE
/obj/effect/blob_act(obj/structure/blob/B)
return
/obj/effect/attack_hulk(mob/living/carbon/human/user)
return FALSE
/obj/effect/experience_pressure_difference()
return
/obj/effect/ex_act(severity, target)
return
/obj/effect/singularity_act()
qdel(src)
/obj/effect/abstract/singularity_pull()
return
/obj/effect/abstract/singularity_act()
return
/obj/effect/abstract/has_gravity(turf/T)
return FALSE
/obj/effect/dummy/singularity_pull()
return
/obj/effect/dummy/singularity_act()
return