Files
Bubberstation/code/game/objects/effects/overlays.dm
Azarak 0b880161d8 Directional lighting component + light system (#54520)
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
2020-10-25 23:49:57 -04:00

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/obj/effect/overlay
name = "overlay"
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull()
return
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name="beam"
icon='icons/effects/beam.dmi'
icon_state="b_beam"
var/atom/BeamSource
/obj/effect/overlay/beam/Initialize()
. = ..()
QDEL_IN(src, 10)
/obj/effect/overlay/palmtree_r
name = "palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = TRUE
layer = WALL_OBJ_LAYER
anchored = TRUE
/obj/effect/overlay/palmtree_l
name = "palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = TRUE
layer = WALL_OBJ_LAYER
anchored = TRUE
/obj/effect/overlay/coconut
gender = PLURAL
name = "coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
/obj/effect/overlay/sparkles
gender = PLURAL
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
anchored = TRUE
/obj/effect/overlay/vis
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
vis_flags = VIS_INHERIT_DIR
///When detected to be unused it gets set to world.time, after a while it gets removed
var/unused = 0
///overlays which go unused for this amount of time get cleaned up
var/cache_expiration = 2 MINUTES
/obj/effect/overlay/atmos_excited
name = "excited group"
icon = null
icon_state = null
anchored = TRUE // should only appear in vis_contents, but to be safe
appearance_flags = RESET_TRANSFORM | TILE_BOUND
invisibility = INVISIBILITY_ABSTRACT
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ATMOS_GROUP_LAYER
plane = ATMOS_GROUP_PLANE
/obj/effect/overlay/light_visible
name = ""
icon = 'icons/effects/light_overlays/light_32.dmi'
icon_state = "light"
layer = O_LIGHTING_VISUAL_LAYER
plane = O_LIGHTING_VISUAL_PLANE
appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 0
vis_flags = NONE
/obj/effect/overlay/light_cone
name = ""
icon = 'icons/effects/light_overlays/light_cone.dmi'
icon_state = "light"
layer = O_LIGHTING_VISUAL_LAYER
plane = O_LIGHTING_VISUAL_PLANE
appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
vis_flags = NONE
alpha = 110