# Effects spawned when certain things happen
# that only appear to viewcone users when out of vision.
# TODO these would probably look better as actual animations modulating alpha
# instead of like. rsi animations
# also i kinda wanted like, a "sound wave propagatey" sprite to underlay the actual effecta, and i thought tg had those too, but i guess not
# idk i dont want to sprite i t.

- type: entity
  id: ScpBaseViewconeEffect
  abstract: true
  categories: [ HideSpawnMenu ]
  components:
  - type: FieldOfViewOccludable
    inverted: true
  - type: Sprite
    sprite: _Scp/Effects/viewcone_effects.rsi
    drawdepth: Effects
    noRot: true
    color: '#FFFFFF00' # 0 alpha by default, will get overriden by setalpha overlay
    loop: false
  - type: Transform
    anchored: true
  - type: TimedDespawn
    lifetime: 3.0
  - type: Tag
    tags:
    - HideContextMenu

- type: entity
  id: ScpViewconeEffectFootstep
  parent: ScpBaseViewconeEffect
  categories: [ HideSpawnMenu ]
  components:
  - type: Sprite
    state: footstep

# TODO UNUSED
- type: entity
  id: ScpViewconeEffectAttack
  parent: ScpBaseViewconeEffect
  categories: [ HideSpawnMenu ]
  components:
  - type: Sprite
    state: attack

# TODO UNUSED
- type: entity
  id: ScpViewconeEffectForcefield
  parent: ScpBaseViewconeEffect
  categories: [ HideSpawnMenu ]
  components:
  - type: Sprite
    state: forcefield

# TODO UNUSED
- type: entity
  id: ScpViewconeEffectGunfire
  parent: ScpBaseViewconeEffect
  categories: [ HideSpawnMenu ]
  components:
  - type: Sprite
    state: gunfire

# TODO UNUSED
- type: entity
  id: ScpViewconeEffectTalk
  parent: ScpBaseViewconeEffect
  categories: [ HideSpawnMenu ]
  components:
  - type: Sprite
    state: talk
