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* Fixing common spelling mistakes part 3 * collectable * another collectable * part 3.2 * "</span>." * A bunch more fixes
156 lines
3.4 KiB
Plaintext
156 lines
3.4 KiB
Plaintext
//MISC EFFECTS
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//This file is for effects that are less than 20 lines and don't fit very well in any other category.
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/*CURRENT CONTENTS
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Strange Present
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Mark
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Beam
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Laser
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Begin
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Stop
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Projection
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Shut_controller
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Showcase
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Spawner
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List_container
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*/
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//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/items.dmi'
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icon_state = "strangepresent"
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density = TRUE
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anchored = FALSE
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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layer = 99
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plane = HUD_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/beam
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name = "beam"
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/structure/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = TRUE
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anchored = TRUE
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/obj/effect/spawner
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name = "object spawner"
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/**
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* Used when we want to pass vars from a spawner to a spawned object
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*
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* a - The spawned object we want to pass a var to
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*/
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/obj/effect/spawner/proc/synchronize_variables(atom/a)
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return
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/showcase/horrific_experiment
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name = "horrific experiment"
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desc = "Some sort of pod filled with blood and vicera. You swear you can see it moving..."
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icon = 'icons/obj/cloning.dmi'
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icon_state = "pod_mess"
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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/obj/effect/dummy/lighting_obj
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name = "lighting fx obj"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_color = "#FFFFFF"
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
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if(_duration)
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QDEL_IN(src, _duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting fx"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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/obj/effect/dusting_anim
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icon = 'icons/effects/filters.dmi'
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icon_state = "nothing"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = FLOOR_PLANE
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/obj/effect/dusting_anim/Initialize(mapload, id)
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. = ..()
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icon_state = "snap3"
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render_target = "*snap[id]"
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/obj/effect/frosty_breath
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icon = 'icons/effects/effects.dmi'
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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/obj/effect/frosty_breath/Initialize(mapload, mob/living/carbon/C)
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. = ..()
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dir = C.dir
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if(C.buckled)
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pixel_y = (C.buckled.buckle_offset + 10)
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if(dir == NORTH)
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layer = BELOW_MOB_LAYER
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flick("breath_[C.lying_prev]", src)
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QDEL_IN(src, 2 SECONDS)
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