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* Removes old palm tree and coconut overlay effects (#75966) ## About The Pull Request Title. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/73827 ## Changelog 🆑 fix: Trees and Coconuts are no longer immune to singularities. /🆑 * Removes old palm tree and coconut overlay effects --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
64 lines
1.6 KiB
Plaintext
64 lines
1.6 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/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/thermite
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name = "thermite"
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desc = "Looks hot."
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icon = 'icons/effects/fire.dmi'
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icon_state = "2" //what?
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anchored = TRUE
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plane = ABOVE_GAME_PLANE
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layer = FLY_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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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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vis_flags = VIS_INHERIT_PLANE
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plane = HIGH_GAME_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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