mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-04 14:42:56 +00:00
288 lines
6.4 KiB
Plaintext
288 lines
6.4 KiB
Plaintext
/obj/effect/overlay
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name = "overlay"
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unacidable = 1
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var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
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/obj/effect/overlay/singularity_act()
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return
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/obj/effect/overlay/singularity_pull()
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return
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/obj/effect/overlay/beam//Not actually a projectile, just an effect.
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name="beam"
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icon='icons/effects/beam.dmi'
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icon_state="b_beam"
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var/tmp/atom/BeamSource
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New()
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..()
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spawn(10)
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qdel(src)
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/obj/effect/overlay/palmtree_r
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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density = 1
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layer = 5
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anchored = 1
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/obj/effect/overlay/palmtree_l
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm2"
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density = 1
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layer = 5
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anchored = 1
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/obj/effect/overlay/coconut
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name = "Coconuts"
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icon = 'icons/misc/beach.dmi'
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icon_state = "coconuts"
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/obj/effect/overlay/adminoverlay
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name = "adminoverlay"
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icon = 'icons/effects/effects.dmi'
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icon_state = "admin"
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layer = 4.1
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/obj/effect/overlay/temp
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anchored = 1
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layer = 4.1
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mouse_opacity = 0
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var/duration = 10
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var/randomdir = 1
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/obj/effect/overlay/temp/New()
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if(randomdir)
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dir = pick(cardinal)
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flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
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spawn(duration)
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qdel(src)
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/obj/effect/overlay/temp/revenant
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name = "spooky lights"
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icon = 'icons/effects/effects.dmi'
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icon_state = "purplesparkles"
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/obj/effect/overlay/temp/revenant/cracks
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name = "glowing cracks"
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icon_state = "purplecrack"
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duration = 6
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/obj/effect/overlay/temp/guardian
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randomdir = 0
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/obj/effect/overlay/temp/guardian/phase
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duration = 5
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icon_state = "phasein"
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/obj/effect/overlay/temp/guardian/phase/out
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icon_state = "phaseout"
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/obj/effect/overlay/temp/emp
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name = "emp sparks"
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icon = 'icons/effects/effects.dmi'
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icon_state = "empdisable"
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/obj/effect/overlay/temp/emp/pulse
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name = "emp pulse"
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icon_state = "emppulse"
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duration = 8
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randomdir = 0
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/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
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name = "healing glow"
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icon = 'icons/effects/effects.dmi'
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icon_state = "heal"
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duration = 15
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/obj/effect/overlay/temp/heal/New(loc, colour)
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..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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if(colour)
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color = colour
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/obj/effect/overlay/temp/kinetic_blast
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name = "kinetic explosion"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "kinetic_blast"
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layer = 4.1
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duration = 4
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/obj/effect/overlay/temp/explosion
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name = "explosion"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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pixel_x = -32
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pixel_y = -32
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duration = 8
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/obj/effect/overlay/temp/explosion/fast
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icon_state = "explosionfast"
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duration = 4
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/obj/effect/overlay/temp/decoy
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
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..()
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alpha = initial(alpha)
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if(mimiced_atom)
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name = mimiced_atom.name
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appearance = mimiced_atom.appearance
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dir = mimiced_atom.dir
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mouse_opacity = 0
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/obj/effect/overlay/temp/decoy/fading/New(loc, atom/mimiced_atom)
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..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/overlay/temp/cult
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icon = 'icons/effects/effects.dmi'
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randomdir = 0
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duration = 10
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/obj/effect/overlay/temp/cult/sparks
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randomdir = 1
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name = "blood sparks"
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icon_state = "bloodsparkles"
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/obj/effect/overlay/temp/dir_setting
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randomdir = FALSE
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/obj/effect/overlay/temp/dir_setting/New(loc, set_dir)
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if(set_dir)
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setDir(set_dir)
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..()
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/obj/effect/overlay/temp/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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randomdir = FALSE
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layer = MOB_LAYER - 0.1
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color = "#C80000"
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var/splatter_type = "splatter"
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/New(loc, set_dir, blood_color)
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if(blood_color)
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color = blood_color
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if(set_dir in diagonals)
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icon_state = "[splatter_type][pick(1, 2, 6)]"
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else
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icon_state = "[splatter_type][pick(3, 4, 5)]"
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..()
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var/target_pixel_x = 0
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var/target_pixel_y = 0
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switch(set_dir)
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if(NORTH)
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target_pixel_y = 16
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if(SOUTH)
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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if(EAST)
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target_pixel_x = 16
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if(WEST)
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target_pixel_x = -16
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if(NORTHEAST)
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target_pixel_x = 16
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target_pixel_y = 16
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if(NORTHWEST)
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target_pixel_x = -16
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target_pixel_y = 16
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if(SOUTHEAST)
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target_pixel_x = 16
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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if(SOUTHWEST)
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target_pixel_x = -16
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target_pixel_y = -16
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layer = MOB_LAYER + 0.1
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animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
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splatter_type = "xsplatter"
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/obj/effect/overlay/wall_rot
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name = "Wallrot"
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desc = "Ick..."
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icon = 'icons/effects/wallrot.dmi'
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anchored = 1
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density = 1
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layer = 5
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mouse_opacity = 0
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/obj/effect/overlay/wall_rot/New()
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..()
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pixel_x += rand(-10, 10)
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pixel_y += rand(-10, 10)
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/obj/effect/overlay/temp/cult
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randomdir = 0
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duration = 10
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icon = 'icons/effects/effects.dmi'
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/obj/effect/overlay/temp/cult/sparks
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randomdir = 1
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name = "blood sparks"
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icon_state = "bloodsparkles"
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/obj/effect/overlay/temp/cult/phase
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name = "phase glow"
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duration = 7
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icon_state = "cultin"
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/obj/effect/overlay/temp/cult/phase/New(loc, set_dir)
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..()
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if(set_dir)
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dir = set_dir
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/obj/effect/overlay/temp/cult/phase/out
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icon_state = "cultout"
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/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
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name = "healing glow"
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icon = 'icons/effects/effects.dmi'
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icon_state = "heal"
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duration = 15
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/obj/effect/overlay/temp/heal/New(loc, colour)
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..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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if(colour)
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color = colour
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/obj/effect/overlay/temp/cult/sac
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name = "maw of Nar-Sie"
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icon_state = "sacconsume"
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/obj/effect/overlay/temp/cult/door
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name = "unholy glow"
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icon_state = "doorglow"
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layer = 3.17 //above closed doors
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/obj/effect/overlay/temp/cult/door/unruned
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icon_state = "unruneddoorglow"
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/obj/effect/overlay/temp/cult/turf
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name = "unholy glow"
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icon_state = "wallglow"
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layer = TURF_LAYER + 0.07
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/obj/effect/overlay/temp/cult/turf/open/floor
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icon_state = "floorglow"
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duration = 5
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/obj/effect/overlay/temp/shieldflash
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icon_state = "shield-flash"
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duration = 3
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/obj/effect/overlay/temp/shieldflash/New(var/flash_color)
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