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* Ports animated locker doors * 0 Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
76 lines
1.8 KiB
Plaintext
76 lines
1.8 KiB
Plaintext
/obj/effect/overlay
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name = "overlay"
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/obj/effect/overlay/singularity_act()
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return
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/obj/effect/overlay/singularity_pull()
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return
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/obj/effect/overlay/beam//Not actually a projectile, just an effect.
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name="beam"
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icon='icons/effects/beam.dmi'
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icon_state="b_beam"
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var/atom/BeamSource
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/obj/effect/overlay/beam/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 10)
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/obj/effect/overlay/palmtree_r
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name = "palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = TRUE
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/obj/effect/overlay/palmtree_l
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name = "palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm2"
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = TRUE
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/obj/effect/overlay/coconut
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gender = PLURAL
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name = "coconuts"
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icon = 'icons/misc/beach.dmi'
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icon_state = "coconuts"
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/obj/effect/overlay/sparkles
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gender = PLURAL
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name = "sparkles"
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icon = 'icons/effects/effects.dmi'
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icon_state = "shieldsparkles"
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anchored = TRUE
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/obj/effect/overlay/vis
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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vis_flags = VIS_INHERIT_DIR
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///When detected to be unused it gets set to world.time, after a while it gets removed
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var/unused = 0
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///overlays which go unused for this amount of time get cleaned up
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var/cache_expiration = 2 MINUTES
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/obj/effect/overlay/atmos_excited
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name = "excited group"
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icon = null
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icon_state = null
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anchored = TRUE // should only appear in vis_contents, but to be safe
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appearance_flags = RESET_TRANSFORM | TILE_BOUND
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invisibility = INVISIBILITY_ABSTRACT
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = ATMOS_GROUP_PLANE
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/// Door overlay for animating closets
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/obj/effect/overlay/closet_door
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anchored = TRUE
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plane = FLOAT_PLANE
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layer = FLOAT_LAYER
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vis_flags = VIS_INHERIT_ID
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appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
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