mirror of
https://github.com/VOREStation/VOREStation.git
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1cebb2f821
* Dust anomaly * FILTH * Check for simulated turf instead
151 lines
3.7 KiB
Plaintext
151 lines
3.7 KiB
Plaintext
/obj/effect/temp_visual/decoy
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom, var/customappearance)
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. = ..()
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alpha = initial(alpha)
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if(mimiced_atom)
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name = mimiced_atom.name
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appearance = mimiced_atom.appearance
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set_dir(mimiced_atom.dir)
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mouse_opacity = 0
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if(customappearance)
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appearance = customappearance
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/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
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. = ..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/temp_visual/decoy/fading/fivesecond
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duration = 50
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/obj/effect/temp_visual/small_smoke
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icon_state = "smoke"
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duration = 50
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/obj/effect/temp_visual/glitch
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icon_state = "glitch"
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duration = 5
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/obj/effect/temp_visual/confuse
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icon_state = "confuse"
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duration = 5
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/obj/effect/temp_visual/pre_confuse
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icon_state = "pre_confuse"
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duration = 5
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/obj/effect/temp_visual/impact_effect
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icon_state = "impact_bullet"
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plane = PLANE_LIGHTING_ABOVE // So they're visible even in a shootout in maint.
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duration = 5
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/obj/effect/temp_visual/impact_effect/Initialize(mapload, obj/item/projectile/P, x, y)
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pixel_x = x
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pixel_y = y
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return ..()
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/obj/effect/temp_visual/impact_effect/red_laser
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icon_state = "impact_laser"
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duration = 4
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/obj/effect/temp_visual/impact_effect/red_laser/wall
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icon_state = "impact_laser_wall"
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duration = 10
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/obj/effect/temp_visual/impact_effect/blue_laser
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icon_state = "impact_laser_blue"
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duration = 4
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/obj/effect/temp_visual/impact_effect/green_laser
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icon_state = "impact_laser_green"
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duration = 4
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/obj/effect/temp_visual/impact_effect/purple_laser
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icon_state = "impact_laser_purple"
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duration = 4
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// Colors itself based on the projectile.
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// Checks light_color and color.
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/obj/effect/temp_visual/impact_effect/monochrome_laser
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icon_state = "impact_laser_monochrome"
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duration = 4
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/obj/effect/temp_visual/impact_effect/monochrome_laser/Initialize(mapload, obj/item/projectile/P, x, y)
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if(P.light_color)
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color = P.light_color
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else if(P.color)
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color = P.color
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return ..()
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/obj/effect/temp_visual/impact_effect/ion
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icon_state = "shieldsparkles"
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duration = 6
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// VOREStation Add - Kinetic Accelerator/Medigun
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/obj/effect/temp_visual/kinetic_blast
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name = "kinetic explosion"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "kinetic_blast"
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layer = ABOVE_MOB_LAYER
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duration = 4
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/obj/effect/temp_visual/explosion
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name = "explosion"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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pixel_x = -32
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pixel_y = -32
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duration = 8
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/obj/effect/temp_visual/explosion/fast
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icon_state = "explosionfast"
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duration = 4
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/obj/effect/temp_visual/heal
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name = "healing glow"
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icon_state = XENO_CHEM_HEAL
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duration = 15
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/obj/effect/temp_visual/heal/Initialize(mapload)
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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. = ..()
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// VOREStation Add End
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/obj/effect/temp_visual/circle_wave
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icon = 'icons/effects/64x64.dmi'
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icon_state = "circle_wave"
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pixel_x = -16
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pixel_y = -16
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duration = 0.5 SECONDS
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color = COLOR_LIME
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var/max_alpha = 255
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var/amount_to_scale = 2
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/obj/effect/temp_visual/circle_wave/Initialize(mapload)
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transform = matrix().Scale(0.1)
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animate(src, transform = matrix().Scale(amount_to_scale), time = duration, flags = ANIMATION_PARALLEL)
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animate(src, alpha = max_alpha, time = duration * 0.6, flags = ANIMATION_PARALLEL)
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animate(alpha = 0, time = duration * 0.4)
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apply_wibbly_filters(src)
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return ..()
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/obj/effect/temp_visual/circle_wave/bioscrambler
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color = COLOR_LIME
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/obj/effect/temp_visual/circle_wave/bioscrambler/light
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max_alpha = 128
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/obj/effect/temp_visual/circle_wave/void_conduit
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color = COLOR_FULL_TONER_BLACK
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duration = 12 SECONDS
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amount_to_scale = 12
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/obj/effect/temp_visual/circle_wave/star_blast
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color = COLOR_VOID_PURPLE
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/obj/effect/temp_visual/circle_wave/dirt
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color = COLOR_ASTEROID_ROCK
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