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CHOMPStation2/code/modules/projectiles/effects.dm
2017-04-01 22:41:46 -05:00

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/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"
//----------------------------
// Dark matter stun
//----------------------------
/obj/effect/projectile/darkmatterstun/tracer
icon_state = "darkt"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatterstun/muzzle
icon_state = "muzzle_darkt"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatterstun/impact
icon_state = "impact_darkt"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
//----------------------------
// Dark matter
//----------------------------
/obj/effect/projectile/darkmatter/tracer
icon_state = "darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatter/muzzle
icon_state = "muzzle_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/darkmatter/impact
icon_state = "impact_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"