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Adds a visual overlay for charge and organizes similar code copypasta removal
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48 changes: 48 additions & 0 deletions
48
code/game/objects/effects/temporary_visuals/effect_indicators.dm
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Original file line number | Diff line number | Diff line change |
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//Small visuals used for indicating damage or healing or similar | ||
/obj/effect/temp_visual/healing | ||
icon = 'ModularTegustation/Teguicons/lc13_coloreffect.dmi' | ||
icon_state = "healing" | ||
layer = ABOVE_ALL_MOB_LAYER | ||
//duration based on the frames in the sprites. | ||
duration = 8 | ||
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/obj/effect/temp_visual/healing/Initialize(mapload) | ||
. = ..() | ||
pixel_x = rand(-12, 12) | ||
pixel_y = rand(-9, 0) | ||
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/obj/effect/temp_visual/healing/no_dam | ||
icon_state = "no_dam" | ||
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/obj/effect/temp_visual/healing/charge | ||
icon_state = "charge" | ||
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/obj/effect/temp_visual/damage_effect | ||
icon = 'ModularTegustation/Teguicons/lc13_coloreffect.dmi' | ||
layer = ABOVE_ALL_MOB_LAYER | ||
//Icon state is actually the base icon for intilization | ||
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/obj/effect/temp_visual/damage_effect/Initialize(mapload) | ||
icon_state = "[icon_state][rand(1,2)]" | ||
pixel_x = rand(-12, 12) | ||
pixel_y = rand(-9, 9) | ||
return ..() | ||
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/obj/effect/temp_visual/damage_effect/red | ||
icon_state = "dam_red" | ||
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/obj/effect/temp_visual/damage_effect/white | ||
icon_state = "dam_white" | ||
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/obj/effect/temp_visual/damage_effect/black | ||
icon_state = "dam_black" | ||
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/obj/effect/temp_visual/damage_effect/pale | ||
icon_state = "dam_pale" | ||
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//Stuntime visual for when you're stunned by your weapon, so you know what happened. | ||
/obj/effect/temp_visual/weapon_stun | ||
icon = 'ModularTegustation/Teguicons/lc13_coloreffect.dmi' | ||
icon_state = "stun" | ||
layer = ABOVE_ALL_MOB_LAYER | ||
duration = 9 |
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