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Repathed the point decal to the temp_visual effects path. This path has built-in singularity resistance, and allows me to remove a spawn in favor of a built-in QDEL_IN call Also changed points from using the magic number 16 to POINT_LAYER for their layer definition. This does technically drop the point by 4 layers (POINT_LAYER is 12), placing them now below the light layer (shouldn't affect anything) instead of just above it.
55 lines
1.1 KiB
Plaintext
55 lines
1.1 KiB
Plaintext
// Used for spray that you spray at walls, tables, hydrovats etc
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/obj/effect/decal/spraystill
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density = 0
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anchored = 1
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layer = 50
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plane = HUD_PLANE
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/obj/effect/decal/chempuff
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name = "chemicals"
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icon = 'icons/obj/chempuff.dmi'
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/decal/snow
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name="snow"
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density=0
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anchored=1
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layer=2
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icon='icons/turf/snow.dmi'
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/obj/effect/decal/snow/clean/edge
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icon_state="snow_corner"
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/obj/effect/decal/snow/sand/edge
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icon_state="gravsnow_corner"
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/obj/effect/decal/snow/clean/surround
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icon_state="snow_surround"
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/obj/effect/decal/snow/sand/surround
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icon_state="gravsnow_surround"
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/obj/effect/decal/leaves
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name="fall leaves"
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density = 0
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anchored = 1
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layer = 2
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icon='icons/obj/flora/plants.dmi'
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icon_state = "fallleaves"
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/obj/effect/decal/straw
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name="scattered straw"
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density = 0
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anchored = 1
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layer = 2
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icon='icons/obj/flora/plants.dmi'
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icon_state = "strawscattered"
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/obj/effect/decal/straw/medium
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icon_state = "strawscattered3"
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/obj/effect/decal/straw/light
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icon_state = "strawscattered2"
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/obj/effect/decal/straw/edge
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icon_state = "strawscatterededge" |