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* this was just going to be a plasma cutter change but no had to make it look good, whats next, ai sat turrets (yes) * ai turret * Coca cola, don't forget the ice. Or the pulse * almost done, pull master than map edit * we ball * ah, chasms. * it's for the best. Fuck should not sleep checker though * hitscan reflection limiting system * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * c-c-c-changes --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
49 lines
1.2 KiB
Plaintext
49 lines
1.2 KiB
Plaintext
//These are directional muzzle effects used by hitscan projectiles. Unlike current muzzle effect, they rotate to face the point the hitscan beam came from.
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/obj/effect/projectile/muzzle
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name = "muzzle flash"
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icon = 'icons/obj/projectiles_muzzle.dmi'
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/obj/effect/projectile/muzzle/laser
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icon_state = "muzzle_laser"
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/obj/effect/projectile/muzzle/laser/blue
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icon_state = "muzzle_blue"
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/obj/effect/projectile/muzzle/disabler
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icon_state = "muzzle_omni"
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/obj/effect/projectile/muzzle/xray
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icon_state = "muzzle_xray"
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/obj/effect/projectile/muzzle/pulse
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icon_state = "muzzle_u_laser"
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/obj/effect/projectile/muzzle/plasma_cutter
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icon_state = "muzzle_plasmacutter"
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/obj/effect/projectile/muzzle/stun
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icon_state = "muzzle_stun"
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/obj/effect/projectile/muzzle/heavy_laser
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icon_state = "muzzle_beam_heavy"
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/obj/effect/projectile/muzzle/wormhole
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icon_state = "wormhole_g"
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/obj/effect/projectile/muzzle/laser/emitter
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name = "emitter flash"
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icon_state = "muzzle_emitter"
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/obj/effect/projectile/muzzle/solar
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icon_state = "muzzle_solar"
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/obj/effect/projectile/muzzle/sniper
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icon_state = "sniper"
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/obj/effect/projectile/muzzle/bullet
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icon_state = "muzzle_bullet"
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/obj/effect/projectile/muzzle/death
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icon_state = "muzzle_hcult"
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