/obj/effect/overlay name = "overlay" /obj/effect/overlay/singularity_act() return /obj/effect/overlay/singularity_pull() return /obj/effect/overlay/beam//Not actually a projectile, just an effect. name="beam" icon='icons/effects/beam.dmi' icon_state="b_beam" var/atom/BeamSource /obj/effect/overlay/beam/Initialize() . = ..() QDEL_IN(src, 10) /obj/effect/overlay/palmtree_r name = "palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm1" density = TRUE layer = WALL_OBJ_LAYER anchored = TRUE /obj/effect/overlay/palmtree_l name = "palm tree" icon = 'icons/misc/beach2.dmi' icon_state = "palm2" density = TRUE layer = WALL_OBJ_LAYER anchored = TRUE /obj/effect/overlay/coconut gender = PLURAL name = "coconuts" icon = 'icons/misc/beach.dmi' icon_state = "coconuts" /obj/effect/overlay/sparkles gender = PLURAL name = "sparkles" icon = 'icons/effects/effects.dmi' icon_state = "shieldsparkles" anchored = TRUE /obj/effect/overlay/vis mouse_opacity = MOUSE_OPACITY_TRANSPARENT anchored = TRUE var/unused = 0 //When detected to be unused it gets set to world.time, after a while it gets removed var/cache_expiration = 2 MINUTES // overlays which go unused for 2 minutes get cleaned up