/obj/effect/calldown_attack anchored = TRUE density = FALSE unacidable = TRUE mouse_opacity = 0 icon = 'icons/effects/effects.dmi' icon_state = "drop_marker" /obj/effect/calldown_attack/Initialize(mapload) . = ..() var/delay = rand(25, 30) addtimer(CALLBACK(src, PROC_REF(spawn_object)), delay-7) /obj/effect/calldown_attack/proc/spawn_object() new /obj/effect/falling_effect/calldown_attack(loc) QDEL_IN(src, 0.7 SECONDS) /obj/effect/falling_effect/calldown_attack falling_type = /obj/effect/illusionary_fall crushing = FALSE /obj/effect/illusionary_fall anchored = TRUE density = FALSE mouse_opacity = 0 icon = 'icons/effects/random_stuff_vr.dmi' /obj/effect/illusionary_fall/Initialize(mapload) . = ..() icon_state = "[rand(1,33)]" /obj/effect/illusionary_fall/end_fall(var/crushing = FALSE) for(var/mob/living/L in loc) var/target_zone = ran_zone() var/blocked = L.run_armor_check(target_zone, "melee") if(!L.apply_damage(35, BRUTE, target_zone, blocked)) break playsound(src, 'sound/effects/clang2.ogg', 50, 1) qdel(src)