Files
Paradise/code/game/objects/effects/decals/misc.dm
Tigercat2000 0f70e6810b -tg- OOP Hud Refactor
- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
2016-04-21 20:28:08 -07:00

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/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = 16.0
anchored = 1
mouse_opacity = 0
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/decal/snow
name="snow"
density=0
anchored=1
layer=2
icon='icons/turf/snow.dmi'
/obj/effect/decal/snow/clean/edge
icon_state="snow_corner"
/obj/effect/decal/snow/sand/edge
icon_state="gravsnow_corner"
/obj/effect/decal/snow/clean/surround
icon_state="snow_surround"
/obj/effect/decal/snow/sand/surround
icon_state="gravsnow_surround"
/obj/effect/decal/leaves
name="fall leaves"
density = 0
anchored = 1
layer = 2
icon='icons/obj/flora/plants.dmi'
icon_state = "fallleaves"
/obj/effect/decal/straw
name="scattered straw"
density = 0
anchored = 1
layer = 2
icon='icons/obj/flora/plants.dmi'
icon_state = "strawscattered"
/obj/effect/decal/straw/medium
icon_state = "strawscattered3"
/obj/effect/decal/straw/light
icon_state = "strawscattered2"
/obj/effect/decal/straw/edge
icon_state = "strawscatterededge"