/obj/effect/overlay name = "overlay" var/i_attached//Added for possible image attachments to objects. For hallucinations and the like. /obj/effect/overlay/singularity_act() return /obj/effect/overlay/singularity_pull() return /obj/effect/overlay/beam//Not actually a projectile, just an effect. name = "beam" icon = 'icons/effects/beam.dmi' icon_state = "b_beam" var/tmp/atom/BeamSource /obj/effect/overlay/beam/New() ..() QDEL_IN(src, 10) /obj/effect/overlay/palmtree_r name = "Palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm1" density = TRUE layer = 5 /obj/effect/overlay/palmtree_l name = "Palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm2" density = TRUE layer = 5 /obj/effect/overlay/coconut name = "Coconuts" icon = 'icons/misc/beach.dmi' icon_state = "coconuts" /obj/effect/overlay/sparkles name = "sparkles" icon = 'icons/effects/effects.dmi' icon_state = "shieldsparkles" /obj/effect/overlay/adminoverlay name = "adminoverlay" icon = 'icons/effects/effects.dmi' icon_state = "admin" layer = 4.1 /obj/effect/overlay/wall_rot name = "Wallrot" desc = "Ick..." icon = 'icons/effects/wallrot.dmi' density = TRUE layer = 5 mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/overlay/wall_rot/New() ..() pixel_x += rand(-10, 10) pixel_y += rand(-10, 10) /// Door overlay for animating closets /obj/effect/overlay/closet_door anchored = TRUE plane = FLOAT_PLANE layer = FLOAT_LAYER vis_flags = VIS_INHERIT_ID appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE