/obj/effect/temp_visual/decoy desc = "It's a decoy!" duration = 15 /obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom, var/customappearance) . = ..() alpha = initial(alpha) if(mimiced_atom) name = mimiced_atom.name appearance = mimiced_atom.appearance set_dir(mimiced_atom.dir) mouse_opacity = 0 if(customappearance) appearance = customappearance /obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom) . = ..() animate(src, alpha = 0, time = duration) /obj/effect/temp_visual/decoy/fading/fivesecond duration = 50 /obj/effect/temp_visual/small_smoke icon_state = "smoke" duration = 50 /obj/effect/temp_visual/impact_effect icon_state = "impact_bullet" plane = PLANE_LIGHTING_ABOVE // So they're visible even in a shootout in maint. duration = 5 /obj/effect/temp_visual/impact_effect/Initialize(mapload, obj/item/projectile/P, x, y) pixel_x = x pixel_y = y return ..() /obj/effect/temp_visual/impact_effect/red_laser icon_state = "impact_laser" duration = 4 /obj/effect/temp_visual/impact_effect/red_laser/wall icon_state = "impact_laser_wall" duration = 10 /obj/effect/temp_visual/impact_effect/blue_laser icon_state = "impact_laser_blue" duration = 4 /obj/effect/temp_visual/impact_effect/green_laser icon_state = "impact_laser_green" duration = 4 /obj/effect/temp_visual/impact_effect/purple_laser icon_state = "impact_laser_purple" duration = 4 // Colors itself based on the projectile. // Checks light_color and color. /obj/effect/temp_visual/impact_effect/monochrome_laser icon_state = "impact_laser_monochrome" duration = 4 /obj/effect/temp_visual/impact_effect/monochrome_laser/Initialize(mapload, obj/item/projectile/P, x, y) if(P.light_color) color = P.light_color else if(P.color) color = P.color return ..() /obj/effect/temp_visual/impact_effect/ion icon_state = "shieldsparkles" duration = 6