//holographic signs and barriers /obj/structure/holosign name = "holo sign" icon = 'icons/effects/effects.dmi' anchored = TRUE integrity = 20 integrity_max = 20 hit_sound_brute = 'sound/weapons/egloves.ogg' hit_sound_burn = 'sound/weapons/egloves.ogg' var/obj/item/holosign_creator/projector explosion_resistance = 1 /obj/structure/holosign/Initialize(mapload, source_projector) . = ..() if(source_projector) projector = source_projector projector.signs += src /* if(overlays) // Fucking god damnit why do we have to have an entire different subsystem for this shit from other codebases. overlays.add_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it alpha = 0 */ /obj/structure/holosign/Destroy() if(projector) projector.signs -= src projector = null return ..() /obj/structure/holosign/wetsign name = "wet floor sign" desc = "The words flicker as if they mean nothing." icon = 'icons/effects/effects.dmi' icon_state = "holosign" /obj/structure/holosign/barrier/combifan name = "holo combifan" desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out." icon_state = "holo_combifan" anchored = TRUE density = FALSE CanAtmosPass = ATMOS_PASS_AIR_BLOCKED layer = ABOVE_TURF_LAYER alpha = 150