/** * Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc... * * these, however, have full object damgae/interaction support, so it's not limited to those * * however, at a certain point, do consider using /structure or /machinery instead. */ /obj/effect icon = 'icons/effects/effects.dmi' integrity_flags = INTEGRITY_ACIDPROOF | INTEGRITY_FIREPROOF | INTEGRITY_LAVAPROOF | INTEGRITY_INDESTRUCTIBLE move_resist = INFINITY obj_flags = NONE blocks_emissive = EMISSIVE_BLOCK_GENERIC integrity_enabled = FALSE anchored = TRUE vis_flags = VIS_INHERIT_PLANE /obj/effect/fire_act() return /obj/effect/acid_act() return FALSE /obj/effect/blob_act(obj/structure/blob/B) return /obj/effect/legacy_ex_act(severity, target) return FALSE /obj/effect/singularity_act() qdel(src) /// The abstract effect ignores even more effects and is often typechecked for atoms that should truly not be fucked with. /obj/effect/abstract /obj/effect/abstract/singularity_pull(atom/singularity, current_size) return /obj/effect/abstract/singularity_act() return /obj/effect/abstract/has_gravity(turf/gravity_turf) return FALSE /obj/effect/dummy/singularity_pull(atom/singularity, current_size) return /obj/effect/dummy/singularity_act() return