/obj/effect/projectile icon = 'icons/effects/projectiles.dmi' icon_state = "bolt" layer = 20 /obj/effect/projectile/New(var/turf/location) if(istype(location)) loc = location /obj/effect/projectile/proc/set_transform(var/matrix/M) if(istype(M)) transform = M /obj/effect/projectile/proc/activate(var/kill_delay = 5) update_light() spawn(kill_delay) qdel(src) //see effect_system.dm - sets loc to null and lets GC handle removing these effects return //---------------------------- // Laser beam //---------------------------- /obj/effect/projectile/laser/tracer icon_state = "beam" light_range = 2 light_power = 0.5 light_color = "#FF0D00" /obj/effect/projectile/laser/muzzle icon_state = "muzzle_laser" light_range = 2 light_power = 0.5 light_color = "#FF0D00" /obj/effect/projectile/laser/impact icon_state = "impact_laser" light_range = 2 light_power = 0.5 light_color = "#FF0D00" //---------------------------- // Blue laser beam //---------------------------- /obj/effect/projectile/laser_blue/tracer icon_state = "beam_blue" light_range = 2 light_power = 0.5 light_color = "#0066FF" /obj/effect/projectile/laser_blue/muzzle icon_state = "muzzle_blue" light_range = 2 light_power = 0.5 light_color = "#0066FF" /obj/effect/projectile/laser_blue/impact icon_state = "impact_blue" light_range = 2 light_power = 0.5 light_color = "#0066FF" //---------------------------- // Omni laser beam //---------------------------- /obj/effect/projectile/laser_omni/tracer icon_state = "beam_omni" light_range = 2 light_power = 0.5 light_color = "#00C6FF" /obj/effect/projectile/laser_omni/muzzle icon_state = "muzzle_omni" light_range = 2 light_power = 0.5 light_color = "#00C6FF" /obj/effect/projectile/laser_omni/impact icon_state = "impact_omni" light_range = 2 light_power = 0.5 light_color = "#00C6FF" //---------------------------- // Xray laser beam //---------------------------- /obj/effect/projectile/xray/tracer icon_state = "xray" light_range = 2 light_power = 0.5 light_color = "#00CC33" /obj/effect/projectile/xray/muzzle icon_state = "muzzle_xray" light_range = 2 light_power = 0.5 light_color = "#00CC33" /obj/effect/projectile/xray/impact icon_state = "impact_xray" light_range = 2 light_power = 0.5 light_color = "#00CC33" //---------------------------- // Heavy laser beam //---------------------------- /obj/effect/projectile/laser_heavy/tracer icon_state = "beam_heavy" light_range = 3 light_power = 1 light_color = "#FF0D00" /obj/effect/projectile/laser_heavy/muzzle icon_state = "muzzle_beam_heavy" light_range = 3 light_power = 1 light_color = "#FF0D00" /obj/effect/projectile/laser_heavy/impact icon_state = "impact_beam_heavy" light_range = 3 light_power = 1 light_color = "#FF0D00" //---------------------------- // Pulse laser beam //---------------------------- /obj/effect/projectile/laser_pulse/tracer icon_state = "u_laser" light_range = 2 light_power = 0.5 light_color = "#0066FF" /obj/effect/projectile/laser_pulse/muzzle icon_state = "muzzle_u_laser" light_range = 2 light_power = 0.5 light_color = "#0066FF" /obj/effect/projectile/laser_pulse/impact icon_state = "impact_u_laser" light_range = 2 light_power = 0.5 light_color = "#0066FF" //---------------------------- // Pulse muzzle effect only //---------------------------- /obj/effect/projectile/pulse/muzzle icon_state = "muzzle_pulse" light_range = 2 light_power = 0.5 light_color = "#0066FF" //---------------------------- // Emitter beam //---------------------------- /obj/effect/projectile/emitter/tracer icon_state = "emitter" light_range = 2 light_power = 0.5 light_color = "#00CC33" /obj/effect/projectile/emitter/muzzle icon_state = "muzzle_emitter" light_range = 2 light_power = 0.5 light_color = "#00CC33" /obj/effect/projectile/emitter/impact icon_state = "impact_emitter" light_range = 2 light_power = 0.5 light_color = "#00CC33" //---------------------------- // Stun beam //---------------------------- /obj/effect/projectile/stun/tracer icon_state = "stun" light_range = 2 light_power = 0.5 light_color = "#FFFFFF" /obj/effect/projectile/stun/muzzle icon_state = "muzzle_stun" light_range = 2 light_power = 0.5 light_color = "#FFFFFF" /obj/effect/projectile/stun/impact icon_state = "impact_stun" light_range = 2 light_power = 0.5 light_color = "#FFFFFF" //---------------------------- // Bullet //---------------------------- /obj/effect/projectile/bullet/muzzle icon_state = "muzzle_bullet" light_range = 2 light_power = 0.5 light_color = "#FFFFFF" //---------------------------- // Lightning beam //---------------------------- /obj/effect/projectile/lightning/tracer icon_state = "lightning" light_range = 2 light_power = 0.5 light_color = "#00C6FF" /obj/effect/projectile/lightning/muzzle icon_state = "muzzle_lightning" light_range = 2 light_power = 0.5 light_color = "#00C6FF" /obj/effect/projectile/lightning/impact icon_state = "impact_lightning" light_range = 2 light_power = 0.5 light_color = "#00C6FF"