mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 09:03:37 +00:00
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional. Also: made the static light system respect the light_on variable. It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too. Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
91 lines
2.2 KiB
Plaintext
91 lines
2.2 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()
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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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layer = ATMOS_GROUP_LAYER
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plane = ATMOS_GROUP_PLANE
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/obj/effect/overlay/light_visible
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name = ""
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icon = 'icons/effects/light_overlays/light_32.dmi'
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icon_state = "light"
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layer = O_LIGHTING_VISUAL_LAYER
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plane = O_LIGHTING_VISUAL_PLANE
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appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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alpha = 0
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vis_flags = NONE
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/obj/effect/overlay/light_cone
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name = ""
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icon = 'icons/effects/light_overlays/light_cone.dmi'
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icon_state = "light"
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layer = O_LIGHTING_VISUAL_LAYER
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plane = O_LIGHTING_VISUAL_PLANE
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appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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vis_flags = NONE
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alpha = 110
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