initial commit - cross reference with 5th port - obviously has compile errors
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/obj/effect/overlay
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name = "overlay"
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unacidable = 1
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var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
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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/New()
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..()
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QDEL_IN(src, 10)
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/obj/effect/overlay/temp
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icon_state = "nothing"
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anchored = 1
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layer = ABOVE_MOB_LAYER
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mouse_opacity = 0
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var/duration = 10 //in deciseconds
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var/randomdir = TRUE
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var/timerid
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/obj/effect/overlay/temp/Destroy()
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..()
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deltimer(timerid)
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return QDEL_HINT_PUTINPOOL
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/obj/effect/overlay/temp/New()
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..()
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if(randomdir)
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setDir(pick(cardinal))
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flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
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timerid = QDEL_IN(src, duration)
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/obj/effect/overlay/temp/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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randomdir = FALSE
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layer = BELOW_MOB_LAYER
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/obj/effect/overlay/temp/bloodsplatter/New(loc, set_dir)
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if(set_dir in diagonals)
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icon_state = "splatter[pick(1, 2, 6)]"
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else
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icon_state = "splatter[pick(3, 4, 5)]"
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..()
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var/target_pixel_x = 0
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var/target_pixel_y = 0
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switch(set_dir)
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if(NORTH)
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target_pixel_y = 16
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if(SOUTH)
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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if(EAST)
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target_pixel_x = 16
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if(WEST)
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target_pixel_x = -16
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if(NORTHEAST)
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target_pixel_x = 16
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target_pixel_y = 16
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if(NORTHWEST)
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target_pixel_x = -16
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target_pixel_y = 16
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if(SOUTHEAST)
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target_pixel_x = 16
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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if(SOUTHWEST)
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target_pixel_x = -16
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target_pixel_y = -16
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layer = ABOVE_MOB_LAYER
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setDir(set_dir)
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animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
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/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
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name = "healing glow"
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icon_state = "heal"
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duration = 15
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/obj/effect/overlay/temp/heal/New(loc, colour)
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..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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if(colour)
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color = colour
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/obj/effect/overlay/temp/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/overlay/temp/blob
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name = "blob"
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icon_state = "blob_attack"
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alpha = 140
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randomdir = 0
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duration = 6
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/obj/effect/overlay/temp/guardian
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randomdir = 0
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/obj/effect/overlay/temp/guardian/phase
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duration = 5
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icon_state = "phasein"
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/obj/effect/overlay/temp/guardian/phase/out
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icon_state = "phaseout"
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/obj/effect/overlay/temp/decoy
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
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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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setDir(mimiced_atom.dir)
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animate(src, alpha = 0, time = duration)
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/obj/effect/overlay/temp/cult
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randomdir = 0
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duration = 10
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/obj/effect/overlay/temp/cult/sparks
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randomdir = 1
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name = "blood sparks"
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icon_state = "bloodsparkles"
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/obj/effect/overlay/temp/cult/phase
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name = "phase glow"
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duration = 7
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icon_state = "cultin"
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/obj/effect/overlay/temp/cult/phase/New(loc, set_dir)
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..()
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if(set_dir)
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setDir(set_dir)
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/obj/effect/overlay/temp/cult/phase/out
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icon_state = "cultout"
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/obj/effect/overlay/temp/cult/sac
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name = "maw of Nar-Sie"
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icon_state = "sacconsume"
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/obj/effect/overlay/temp/cult/door
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name = "unholy glow"
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icon_state = "doorglow"
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layer = CLOSED_FIREDOOR_LAYER //above closed doors
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/obj/effect/overlay/temp/cult/door/unruned
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icon_state = "unruneddoorglow"
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/obj/effect/overlay/temp/cult/turf
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name = "unholy glow"
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icon_state = "wallglow"
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layer = ABOVE_NORMAL_TURF_LAYER
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/obj/effect/overlay/temp/cult/turf/open/floor
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icon_state = "floorglow"
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duration = 5
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/obj/effect/overlay/temp/ratvar
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name = "ratvar's light"
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duration = 8
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randomdir = 0
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layer = ABOVE_NORMAL_TURF_LAYER
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/obj/effect/overlay/temp/ratvar/door
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icon_state = "ratvardoorglow"
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layer = CLOSED_FIREDOOR_LAYER //above closed doors
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/obj/effect/overlay/temp/ratvar/door/window
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icon_state = "ratvarwindoorglow"
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/obj/effect/overlay/temp/ratvar/beam
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icon_state = "ratvarbeamglow"
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/obj/effect/overlay/temp/ratvar/beam/door
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layer = CLOSED_FIREDOOR_LAYER //above closed doors
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/obj/effect/overlay/temp/ratvar/beam/grille
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layer = LOW_ITEM_LAYER //above grilles
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/obj/effect/overlay/temp/ratvar/beam/itemconsume
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layer = HIGH_OBJ_LAYER
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/obj/effect/overlay/temp/ratvar/wall
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icon_state = "ratvarwallglow"
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/obj/effect/overlay/temp/ratvar/floor
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icon_state = "ratvarfloorglow"
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/obj/effect/overlay/temp/ratvar/window
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icon_state = "ratvarwindowglow"
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layer = ABOVE_WINDOW_LAYER //above windows
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/obj/effect/overlay/temp/ratvar/grille
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icon_state = "ratvargrilleglow"
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layer = LOW_ITEM_LAYER //above grilles
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/obj/effect/overlay/temp/ratvar/grille/broken
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icon_state = "ratvarbrokengrilleglow"
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/obj/effect/overlay/temp/ratvar/window/single
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icon_state = "ratvarwindowglow_s"
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/obj/effect/overlay/temp/ratvar/spearbreak
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icon = 'icons/effects/64x64.dmi'
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icon_state = "ratvarspearbreak"
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layer = BELOW_MOB_LAYER
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pixel_y = -16
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pixel_x = -16
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/obj/effect/overlay/temp/ratvar/sigil
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name = "glowing circle"
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icon = 'icons/effects/clockwork_effects.dmi'
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icon_state = "sigildull"
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/obj/effect/overlay/temp/ratvar/sigil/transgression
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color = "#FAE48C"
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layer = ABOVE_MOB_LAYER
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duration = 50
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/obj/effect/overlay/temp/ratvar/sigil/transgression/New()
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..()
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var/oldtransform = transform
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animate(src, transform = matrix()*2, time = 5)
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animate(transform = oldtransform, alpha = 0, time = 45)
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/obj/effect/overlay/temp/ratvar/sigil/vitality
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color = "#1E8CE1"
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icon_state = "sigilactivepulse"
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layer = BELOW_MOB_LAYER
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/obj/effect/overlay/temp/ratvar/sigil/accession
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color = "#AF0AAF"
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layer = ABOVE_MOB_LAYER
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duration = 50
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icon_state = "sigilactiveoverlay"
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alpha = 0
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/obj/effect/overlay/temp/revenant
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name = "spooky lights"
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icon_state = "purplesparkles"
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/obj/effect/overlay/temp/revenant/cracks
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name = "glowing cracks"
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icon_state = "purplecrack"
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duration = 6
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/obj/effect/overlay/temp/emp
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name = "emp sparks"
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icon_state = "empdisable"
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/obj/effect/overlay/temp/emp/pulse
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name = "emp pulse"
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icon_state = "emp pulse"
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duration = 8
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randomdir = 0
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/obj/effect/overlay/temp/gib_animation
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icon = 'icons/mob/mob.dmi'
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duration = 15
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/obj/effect/overlay/temp/gib_animation/New(loc, gib_icon)
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icon_state = gib_icon // Needs to be before ..() so icon is correct
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..()
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/obj/effect/overlay/temp/gib_animation/ex_act(severity)
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return //so the overlay isn't deleted by the explosion that gibbed the mob.
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/obj/effect/overlay/temp/gib_animation/animal
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icon = 'icons/mob/animal.dmi'
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/obj/effect/overlay/temp/dust_animation
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icon = 'icons/mob/mob.dmi'
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duration = 15
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/obj/effect/overlay/temp/dust_animation/New(loc, dust_icon)
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icon_state = dust_icon // Before ..() so the correct icon is flick()'d
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..()
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/obj/effect/overlay/temp/sparkle
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icon = 'icons/effects/effects.dmi'
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icon_state = "shieldsparkles"
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mouse_opacity = 0
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density = 0
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duration = 10
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var/atom/movable/attached_to
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/obj/effect/overlay/temp/sparkle/New(atom/movable/AM)
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..()
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if(istype(AM))
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attached_to = AM
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attached_to.overlays += src
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/obj/effect/overlay/temp/sparkle/Destroy()
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if(attached_to)
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attached_to.overlays -= src
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attached_to = null
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. = ..()
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/obj/effect/overlay/temp/sparkle/tailsweep
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icon_state = "tailsweep"
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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 = 1
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layer = WALL_OBJ_LAYER
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anchored = 1
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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 = 1
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layer = WALL_OBJ_LAYER
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anchored = 1
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/obj/effect/overlay/coconut
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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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Block a user