repaths /obj/effect/overlay/temp to /obj/effect/temp_visual

This commit is contained in:
uraniummeltdown
2018-01-18 13:03:49 +05:00
parent 9c90c817b6
commit c89b1e8463
42 changed files with 210 additions and 210 deletions
@@ -1,40 +1,40 @@
//temporary visual effects(/obj/effect/overlay/temp) used by cult stuff
/obj/effect/overlay/temp/cult
//temporary visual effects(/obj/effect/temp_visual) used by cult stuff
/obj/effect/temp_visual/cult
icon = 'icons/effects/cult_effects.dmi'
randomdir = FALSE
duration = 10
/obj/effect/overlay/temp/cult/sparks
/obj/effect/temp_visual/cult/sparks
randomdir = TRUE
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/dir_setting/cult/phase
/obj/effect/temp_visual/dir_setting/cult/phase
name = "phase glow"
duration = 7
icon = 'icons/effects/cult_effects.dmi'
icon_state = "cultin"
/obj/effect/overlay/temp/dir_setting/cult/phase/out
/obj/effect/temp_visual/dir_setting/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
/obj/effect/temp_visual/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
/obj/effect/temp_visual/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = 3.17 //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
/obj/effect/temp_visual/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
/obj/effect/temp_visual/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = TURF_LAYER + 0.07
/obj/effect/overlay/temp/cult/turf/open/floor
/obj/effect/temp_visual/cult/turf/open/floor
icon_state = "floorglow"
duration = 5
@@ -1,4 +1,4 @@
/obj/effect/overlay/temp/dir_setting/bloodsplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
@@ -6,7 +6,7 @@
color = "#C80000"
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/New(loc, set_dir, blood_color)
/obj/effect/temp_visual/dir_setting/bloodsplatter/New(loc, set_dir, blood_color)
if(blood_color)
color = blood_color
if(set_dir in diagonals)
@@ -42,11 +42,11 @@
layer = MOB_LAYER + 0.1
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
color = null
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
icon = 'icons/effects/effects.dmi'
icon_state = "ion_fade"
@@ -54,72 +54,72 @@
randomdir = FALSE
layer = MOB_LAYER - 0.2
/obj/effect/overlay/temp/dir_setting/ninja
/obj/effect/temp_visual/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/overlay/temp/dir_setting/ninja/cloak
/obj/effect/temp_visual/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/overlay/temp/dir_setting/ninja/shadow
/obj/effect/temp_visual/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/overlay/temp/dir_setting/ninja/phase
/obj/effect/temp_visual/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
/obj/effect/temp_visual/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/dir_setting/wraith
/obj/effect/temp_visual/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/overlay/temp/dir_setting/wraith/out
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/overlay/temp/wizard
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/overlay/temp/wizard/out
/obj/effect/temp_visual/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/overlay/temp/monkeyify
/obj/effect/temp_visual/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/overlay/temp/monkeyify/humanify
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/overlay/temp/borgflash
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/overlay/temp/guardian
/obj/effect/temp_visual/guardian
randomdir = FALSE
/obj/effect/overlay/temp/guardian/phase
/obj/effect/temp_visual/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
/obj/effect/temp_visual/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/New(loc, atom/mimiced_atom)
..()
alpha = initial(alpha)
if(mimiced_atom)
@@ -128,62 +128,62 @@
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/New(loc, atom/mimiced_atom)
/obj/effect/temp_visual/decoy/fading/New(loc, atom/mimiced_atom)
..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/revenant
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon = 'icons/effects/effects.dmi'
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
/obj/effect/temp_visual/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/gravpush
/obj/effect/temp_visual/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/overlay/temp/telekinesis
/obj/effect/temp_visual/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/overlay/temp/emp
/obj/effect/temp_visual/emp
name = "emp sparks"
icon = 'icons/effects/effects.dmi'
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
/obj/effect/temp_visual/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = FALSE
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon = 'icons/effects/effects.dmi'
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/New(loc, colour)
/obj/effect/temp_visual/heal/New(loc, colour)
..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
if(colour)
color = colour
/obj/effect/overlay/temp/kinetic_blast
/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/overlay/temp/explosion
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
@@ -191,17 +191,17 @@
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/explosion/fast
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/temp/heart
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/overlay/temp/heart/New(loc)
/obj/effect/temp_visual/heart/New(loc)
..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
@@ -1,30 +1,30 @@
//temporary visual effects
/obj/effect/overlay/temp
/obj/effect/temp_visual
anchored = 1
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/duration = 10
var/randomdir = TRUE
/obj/effect/overlay/temp/New()
/obj/effect/temp_visual/New()
if(randomdir)
setDir(pick(cardinal))
QDEL_IN(src, duration)
/obj/effect/overlay/temp/singularity_act()
/obj/effect/temp_visual/singularity_act()
return
/obj/effect/overlay/temp/singularity_pull()
/obj/effect/temp_visual/singularity_pull()
return
/obj/effect/overlay/temp/ex_act()
/obj/effect/temp_visual/ex_act()
return
/obj/effect/overlay/temp/dir_setting
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/New(loc, set_dir)
/obj/effect/temp_visual/dir_setting/New(loc, set_dir)
if(set_dir)
setDir(set_dir)
..()