Revert "12/21 modernizations from TG live"
This commit is contained in:
@@ -1,5 +1,6 @@
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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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@@ -40,26 +41,17 @@
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timerid = QDEL_IN(src, duration)
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/obj/effect/overlay/temp/dir_setting
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randomdir = FALSE
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/obj/effect/overlay/temp/dir_setting/New(loc, set_dir)
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if(set_dir)
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setDir(set_dir)
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..()
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/obj/effect/overlay/temp/dir_setting/bloodsplatter
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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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var/splatter_type = "splatter"
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/New(loc, set_dir)
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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_type][pick(1, 2, 6)]"
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icon_state = "splatter[pick(1, 2, 6)]"
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else
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icon_state = "[splatter_type][pick(3, 4, 5)]"
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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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@@ -87,88 +79,43 @@
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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/dir_setting/bloodsplatter/xenosplatter
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splatter_type = "xsplatter"
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/obj/effect/overlay/temp/dir_setting/firing_effect
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icon = 'icons/effects/effects.dmi'
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icon_state = "firing_effect"
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duration = 2
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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/dir_setting/firing_effect/setDir(newdir)
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switch(newdir)
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if(NORTH)
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layer = BELOW_MOB_LAYER
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pixel_x = rand(-3,3)
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pixel_y = rand(4,6)
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if(SOUTH)
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pixel_x = rand(-3,3)
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pixel_y = rand(-1,1)
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else
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pixel_x = rand(-1,1)
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pixel_y = rand(-1,1)
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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/dir_setting/firing_effect/energy
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icon_state = "firing_effect_energy"
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duration = 3
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/obj/effect/overlay/temp/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_ALL_MOB_LAYER
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duration = 4
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/obj/effect/overlay/temp/dir_setting/firing_effect/magic
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icon_state = "shieldsparkles"
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duration = 3
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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/dir_setting/ninja
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name = "ninja shadow"
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icon = 'icons/mob/mob.dmi'
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icon_state = "uncloak"
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duration = 9
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/obj/effect/overlay/temp/dir_setting/ninja/cloak
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icon_state = "cloak"
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/obj/effect/overlay/temp/dir_setting/ninja/shadow
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icon_state = "shadow"
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/obj/effect/overlay/temp/dir_setting/ninja/phase
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name = "ninja energy"
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icon_state = "phasein"
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/obj/effect/overlay/temp/dir_setting/ninja/phase/out
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icon_state = "phaseout"
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/obj/effect/overlay/temp/dir_setting/wraith
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name = "blood"
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icon = 'icons/mob/mob.dmi'
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icon_state = "phase_shift2"
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duration = 12
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/obj/effect/overlay/temp/dir_setting/wraith/out
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icon_state = "phase_shift"
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/obj/effect/overlay/temp/wizard
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name = "water"
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icon = 'icons/mob/mob.dmi'
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icon_state = "reappear"
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duration = 5
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/obj/effect/overlay/temp/wizard/out
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icon_state = "liquify"
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duration = 12
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/obj/effect/overlay/temp/monkeyify
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icon = 'icons/mob/mob.dmi'
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icon_state = "h2monkey"
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duration = 22
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/obj/effect/overlay/temp/monkeyify/humanify
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icon_state = "monkey2h"
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/obj/effect/overlay/temp/borgflash
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icon = 'icons/mob/mob.dmi'
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icon_state = "blspell"
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duration = 5
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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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@@ -191,19 +138,8 @@
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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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mouse_opacity = 0
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/obj/effect/overlay/temp/decoy/fading/New(loc, atom/mimiced_atom)
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..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/overlay/temp/decoy/fading/fivesecond
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duration = 50
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/obj/effect/overlay/temp/small_smoke
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icon_state = "smoke"
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duration = 50
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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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@@ -213,12 +149,17 @@
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name = "blood sparks"
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icon_state = "bloodsparkles"
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/obj/effect/overlay/temp/dir_setting/cult/phase
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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/dir_setting/cult/phase/out
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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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@@ -238,14 +179,13 @@
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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/floor
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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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icon = 'icons/effects/clockwork_effects.dmi'
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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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@@ -261,37 +201,27 @@
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icon_state = "ratvarbeamglow"
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/obj/effect/overlay/temp/ratvar/beam/door
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layer = CLOSED_DOOR_LAYER
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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 = BELOW_OBJ_LAYER
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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/beam/falsewall
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layer = 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/wall/false
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layer = OBJ_LAYER
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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
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/obj/effect/overlay/temp/ratvar/gear
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icon_state = "ratvargearglow"
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layer = BELOW_OBJ_LAYER
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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 = BELOW_OBJ_LAYER
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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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@@ -299,18 +229,6 @@
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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/ocular_warden
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name = "warden's gaze"
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layer = ABOVE_MOB_LAYER
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icon_state = "warden_gaze"
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duration = 3
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/obj/effect/overlay/temp/ratvar/ocular_warden/New()
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..()
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pixel_x = rand(-8, 8)
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pixel_y = rand(-10, 10)
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animate(src, alpha = 0, time = 3, easing = EASE_OUT)
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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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@@ -318,74 +236,31 @@
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pixel_y = -16
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pixel_x = -16
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/obj/effect/overlay/temp/ratvar/geis_binding
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icon_state = "geisbinding"
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/obj/effect/overlay/temp/ratvar/geis_binding/top
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icon_state = "geisbinding_top"
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/obj/effect/overlay/temp/ratvar/component
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "belligerent_eye"
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layer = ABOVE_MOB_LAYER
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duration = 10
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/obj/effect/overlay/temp/ratvar/component/New()
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..()
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transform = matrix()*0.75
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, -2)
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animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
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/obj/effect/overlay/temp/ratvar/component/cogwheel
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icon_state = "vanguard_cogwheel"
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/obj/effect/overlay/temp/ratvar/component/capacitor
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icon_state = "geis_capacitor"
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/obj/effect/overlay/temp/ratvar/component/alloy
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icon_state = "replicant_alloy"
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/obj/effect/overlay/temp/ratvar/component/ansible
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icon_state = "hierophant_ansible"
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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 = 70
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luminosity = 6
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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 = 65)
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/obj/effect/overlay/temp/ratvar/sigil/voltvoid
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color = "#EC8A2D"
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layer = ABOVE_MOB_LAYER
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duration = 10
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luminosity = 3
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/obj/effect/overlay/temp/ratvar/sigil/voltvoid/New()
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..()
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var/oldtransform = transform
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animate(src, transform = matrix()*3, time = 1)
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animate(transform = oldtransform, alpha = 0, time = 9)
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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 = ABOVE_MOB_LAYER
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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 = 70
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duration = 50
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icon_state = "sigilactiveoverlay"
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alpha = 0
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@@ -406,7 +281,7 @@
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/obj/effect/overlay/temp/emp/pulse
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name = "emp pulse"
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icon_state = "emppulse"
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icon_state = "emp pulse"
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duration = 8
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randomdir = 0
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@@ -455,80 +330,6 @@
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/obj/effect/overlay/temp/sparkle/tailsweep
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icon_state = "tailsweep"
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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/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_ALL_MOB_LAYER
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duration = 4
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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/explosion/fast
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icon_state = "explosionfast"
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duration = 4
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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/impact_effect
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icon = 'icons/effects/effects.dmi'
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icon_state = "impact_bullet"
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duration = 5
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/obj/effect/overlay/temp/impact_effect/New(loc, atom/target, obj/item/projectile/P)
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if(target == P.original) //the projectile hit the target originally clicked
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pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
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pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
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else
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pixel_x = target.pixel_x + rand(-4,4)
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pixel_y = target.pixel_y + rand(-4,4)
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..()
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/obj/effect/overlay/temp/impact_effect/red_laser
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icon_state = "impact_laser"
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duration = 4
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/obj/effect/overlay/temp/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/overlay/temp/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/overlay/temp/impact_effect/purple_laser
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icon_state = "impact_laser_purple"
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duration = 4
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/obj/effect/overlay/temp/impact_effect/ion
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icon_state = "shieldsparkles"
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duration = 6
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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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