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GS13NG/code/game/objects/effects/overlays.dm

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/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