/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 vis_flags = VIS_INHERIT_DIR ///When detected to be unused it gets set to world.time, after a while it gets removed var/unused = 0 ///overlays which go unused for this amount of time get cleaned up var/cache_expiration = 2 MINUTES // /obj/effect/overlay/atmos_excited // name = "excited group" // icon = null // icon_state = null // anchored = TRUE // should only appear in vis_contents, but to be safe // appearance_flags = RESET_TRANSFORM | TILE_BOUND // invisibility = INVISIBILITY_ABSTRACT // mouse_opacity = MOUSE_OPACITY_TRANSPARENT // layer = ATMOS_GROUP_LAYER // plane = ATMOS_GROUP_PLANE // /obj/effect/overlay/light_visible // name = "" // icon = 'icons/effects/light_overlays/light_32.dmi' // icon_state = "light" // layer = O_LIGHTING_VISUAL_LAYER // plane = O_LIGHTING_VISUAL_PLANE // appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM // mouse_opacity = MOUSE_OPACITY_TRANSPARENT // alpha = 0 // vis_flags = NONE // /obj/effect/overlay/light_cone // name = "" // icon = 'icons/effects/light_overlays/light_cone.dmi' // icon_state = "light" // layer = O_LIGHTING_VISUAL_LAYER // plane = O_LIGHTING_VISUAL_PLANE // appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM // mouse_opacity = MOUSE_OPACITY_TRANSPARENT // vis_flags = NONE // alpha = 110