/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/glitch icon_state = "glitch" duration = 5 /obj/effect/temp_visual/confuse icon_state = "confuse" duration = 5 /obj/effect/temp_visual/pre_confuse icon_state = "pre_confuse" duration = 5 /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 // VOREStation Add - Kinetic Accelerator/Medigun /obj/effect/temp_visual/kinetic_blast name = "kinetic explosion" icon = 'icons/obj/projectiles.dmi' icon_state = "kinetic_blast" layer = ABOVE_MOB_LAYER duration = 4 /obj/effect/temp_visual/explosion name = "explosion" icon = 'icons/effects/96x96.dmi' icon_state = "explosion" pixel_x = -32 pixel_y = -32 duration = 8 /obj/effect/temp_visual/explosion/fast icon_state = "explosionfast" duration = 4 /obj/effect/temp_visual/heal name = "healing glow" icon_state = XENO_CHEM_HEAL duration = 15 /obj/effect/temp_visual/heal/Initialize(mapload) pixel_x = rand(-12, 12) pixel_y = rand(-9, 0) . = ..() // VOREStation Add End /obj/effect/temp_visual/circle_wave icon = 'icons/effects/64x64.dmi' icon_state = "circle_wave" pixel_x = -16 pixel_y = -16 duration = 0.5 SECONDS color = COLOR_LIME var/max_alpha = 255 var/amount_to_scale = 2 /obj/effect/temp_visual/circle_wave/Initialize(mapload) transform = matrix().Scale(0.1) animate(src, transform = matrix().Scale(amount_to_scale), time = duration, flags = ANIMATION_PARALLEL) animate(src, alpha = max_alpha, time = duration * 0.6, flags = ANIMATION_PARALLEL) animate(alpha = 0, time = duration * 0.4) apply_wibbly_filters(src) return ..() /obj/effect/temp_visual/circle_wave/bioscrambler color = COLOR_LIME /obj/effect/temp_visual/circle_wave/bioscrambler/light max_alpha = 128 /obj/effect/temp_visual/circle_wave/void_conduit color = COLOR_FULL_TONER_BLACK duration = 12 SECONDS amount_to_scale = 12 /obj/effect/temp_visual/circle_wave/star_blast color = COLOR_VOID_PURPLE /obj/effect/temp_visual/circle_wave/dirt color = COLOR_ASTEROID_ROCK