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Mechoid a9fe81de92 Energy Gun maint, Electromag damage type. (#9017)
* Energy gun icons moved to their own DMI.

Electromag damage type added, allowing objects to deal EMP damage.
EMP beamtypes added as proof of concept for above, and future use.

* Sort unused icons from used.
Remove duplicates from gun2.

* lasersmg sprite returned

* E X A M P L E
2023-03-22 17:35:28 -08:00

91 lines
2.0 KiB
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/obj/effect/projectile/impact
name = "beam impact"
icon = 'icons/obj/projectiles_impact.dmi'
/obj/effect/projectile/impact/laser_pulse
icon_state = "impact_u_laser"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/impact/laser_heavy
icon_state = "impact_beam_heavy"
light_range = 3
light_power = 1
light_color = "#FF0D00"
/obj/effect/projectile/impact/laser_em
icon_state = "impact_em_laser"
light_range = 3
light_power = 1
light_color = "#00C6FF"
/obj/effect/projectile/impact/xray
icon_state = "impact_xray"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/impact/laser_omni
icon_state = "impact_omni"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/impact/laser
icon_state = "impact_laser"
light_range = 2
light_power = 0.5
light_color = "#FF0D00"
/obj/effect/projectile/impact/laser_blue
icon_state = "impact_blue"
light_range = 2
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/impact/emitter
icon_state = "impact_emitter"
light_range = 2
light_power = 0.5
light_color = "#00CC33"
/obj/effect/projectile/impact/stun
icon_state = "impact_stun"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
/obj/effect/projectile/impact/lightning
icon_state = "impact_lightning"
light_range = 2
light_power = 0.5
light_color = "#00C6FF"
/obj/effect/projectile/impact/darkmatterstun
icon_state = "impact_darkt"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/impact/inversion
icon_state = "impact_invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
/obj/effect/projectile/impact/darkmatter
icon_state = "impact_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/impact/tungsten
icon_state = "impact_mhd_laser"
light_range = 4
light_power = 3
light_color = "#3300ff"
/obj/effect/projectile/impact/pointdefense
icon_state = "impact_pointdef"