Files
CHOMPStation2/code/game/objects/effects/temporary_visuals/miscellaneous.dm
2025-01-03 19:06:49 +01:00

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/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom, var/customappearance)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
set_dir(mimiced_atom.dir)
mouse_opacity = 0
if(customappearance)
appearance = customappearance
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/temp_visual/glitch
icon_state = "glitch"
duration = 5
/obj/effect/temp_visual/confuse
icon_state = "confuse"
duration = 5
/obj/effect/temp_visual/pre_confuse
icon_state = "pre_confuse"
duration = 5
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
plane = PLANE_LIGHTING_ABOVE // So they're visible even in a shootout in maint.
duration = 5
/obj/effect/temp_visual/impact_effect/Initialize(mapload, obj/item/projectile/P, x, y)
pixel_x = x
pixel_y = y
return ..()
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/temp_visual/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
// Colors itself based on the projectile.
// Checks light_color and color.
/obj/effect/temp_visual/impact_effect/monochrome_laser
icon_state = "impact_laser_monochrome"
duration = 4
/obj/effect/temp_visual/impact_effect/monochrome_laser/Initialize(mapload, obj/item/projectile/P, x, y)
if(P.light_color)
color = P.light_color
else if(P.color)
color = P.color
return ..()
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
// VOREStation Add - Kinetic Accelerator/Medigun
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_MOB_LAYER
duration = 4
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/temp_visual/heal
name = "healing glow"
icon_state = XENO_CHEM_HEAL
duration = 15
/obj/effect/temp_visual/heal/Initialize(mapload)
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
. = ..()
// VOREStation Add End