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https://github.com/yogstation13/Yogstation.git
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* Backports SSlighting optimizations * Overlay lighting, first version compiles * Change conflicting defines * Sparks and beams dont count towards lumcount * Fix rendering * Various fixes * Fix errors * Fix PDA light 1 * a * Update game_options.txt * Fix plasmaman helmet * Fixes * Glowy changes Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
91 lines
2.2 KiB
Plaintext
91 lines
2.2 KiB
Plaintext
/obj/effect/overlay
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name = "overlay"
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/obj/effect/overlay/singularity_act()
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return
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/obj/effect/overlay/singularity_pull()
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return
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/obj/effect/overlay/beam//Not actually a projectile, just an effect.
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name="beam"
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icon='icons/effects/beam.dmi'
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icon_state="b_beam"
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var/atom/BeamSource
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/obj/effect/overlay/beam/Initialize()
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. = ..()
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QDEL_IN(src, 10)
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/obj/effect/overlay/palmtree_r
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name = "palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = TRUE
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/obj/effect/overlay/palmtree_l
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name = "palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm2"
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = TRUE
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/obj/effect/overlay/coconut
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gender = PLURAL
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name = "coconuts"
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icon = 'icons/misc/beach.dmi'
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icon_state = "coconuts"
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/obj/effect/overlay/sparkles
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gender = PLURAL
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name = "sparkles"
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desc = "Flashing lights, lights."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shieldsparkles"
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anchored = TRUE
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/obj/effect/overlay/vis
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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vis_flags = NONE
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var/unused = 0 //When detected to be unused it gets set to world.time, after a while it gets removed
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var/cache_expiration = 2 MINUTES // overlays which go unused for 2 minutes get cleaned up
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vis_flags = VIS_INHERIT_ID
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/obj/effect/overlay/airlock_part
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anchored = TRUE
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plane = FLOAT_PLANE
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layer = FLOAT_LAYER - 1
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vis_flags = VIS_INHERIT_ID
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var/side_id
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var/open_px = 0
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var/open_py = 0
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var/move_start_time = 0 // for opening; closing uses reversed.
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var/move_end_time = 5
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var/aperture_angle = 0
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var/obj/machinery/door/airlock/parent
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// in case some caveman is still using 512
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/obj/effect/overlay/airlock_part/Click()
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parent.Click(arglist(args))
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/obj/effect/overlay/closet_door
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anchored = TRUE
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plane = FLOAT_PLANE
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layer = FLOAT_LAYER
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vis_flags = VIS_INHERIT_ID
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appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
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/obj/effect/overlay/light_visible
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name = ""
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icon = 'icons/effects/light_overlays/light_32.dmi'
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icon_state = "light"
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layer = O_LIGHTING_VISUAL_LAYER
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plane = O_LIGHTING_VISUAL_PLANE
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appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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alpha = 0
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vis_flags = NONE
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