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Paradise/code/game/objects/effects/misc_effects.dm
Henri215 dc75a748f1 Fixing common spelling mistakes part 3 (#20870)
* Fixing common spelling mistakes part 3

* collectable

* another collectable

* part 3.2

* "</span>."

* A bunch more fixes
2023-04-22 09:44:27 +02:00

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//MISC EFFECTS
//This file is for effects that are less than 20 lines and don't fit very well in any other category.
/*CURRENT CONTENTS
Strange Present
Mark
Beam
Laser
Begin
Stop
Projection
Shut_controller
Showcase
Spawner
List_container
*/
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items.dmi'
icon_state = "strangepresent"
density = TRUE
anchored = FALSE
/obj/effect/mark
var/mark = ""
icon = 'icons/misc/mark.dmi'
icon_state = "blank"
layer = 99
plane = HUD_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/laser
name = "laser"
desc = "IT BURNS!!!"
icon = 'icons/obj/projectiles.dmi'
var/damage = 0.0
var/range = 10.0
/obj/effect/begin
name = "begin"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "begin"
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."
/obj/effect/shut_controller
name = "shut controller"
var/moving = null
var/list/parts = list( )
/obj/structure/showcase
name = "Showcase"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "showcase_1"
desc = "A stand with the empty body of a cyborg bolted to it."
density = TRUE
anchored = TRUE
/obj/effect/spawner
name = "object spawner"
/**
* Used when we want to pass vars from a spawner to a spawned object
*
* a - The spawned object we want to pass a var to
*/
/obj/effect/spawner/proc/synchronize_variables(atom/a)
return
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/structure/showcase/horrific_experiment
name = "horrific experiment"
desc = "Some sort of pod filled with blood and vicera. You swear you can see it moving..."
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_mess"
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL
/obj/effect/dusting_anim
icon = 'icons/effects/filters.dmi'
icon_state = "nothing"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = FLOOR_PLANE
/obj/effect/dusting_anim/Initialize(mapload, id)
. = ..()
icon_state = "snap3"
render_target = "*snap[id]"
/obj/effect/frosty_breath
icon = 'icons/effects/effects.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_MOB_LAYER
anchored = TRUE
/obj/effect/frosty_breath/Initialize(mapload, mob/living/carbon/C)
. = ..()
dir = C.dir
if(C.buckled)
pixel_y = (C.buckled.buckle_offset + 10)
if(dir == NORTH)
layer = BELOW_MOB_LAYER
flick("breath_[C.lying_prev]", src)
QDEL_IN(src, 2 SECONDS)