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Glow In the dark 'borgo eyes. (#8641)
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@@ -3,7 +3,6 @@
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#define PLANE_SPACE_DUST (PLANE_SPACE_PARALLAX + 1) // -96
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#define PLANE_ABOVE_PARALLAX (PLANE_SPACE_BACKGROUND + 3) // -95
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#define LOWER_ON_TURF_LAYER (TURF_LAYER + 0.05) // under the below
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#define ON_TURF_LAYER (TURF_LAYER + 0.1) // sitting on the turf - should be preferred over direct use of TURF_LAYER
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#define AO_LAYER (ON_TURF_LAYER + 0.1)
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@@ -16,6 +15,7 @@
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#define BELOW_MOB_LAYER 3.7
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#define ABOVE_MOB_LAYER 4.1
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#define LIGHTING_LAYER 11
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#define EFFECTS_ABOVE_LIGHTING_LAYER 12 // For overlays you want to be above light.
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#define HUD_LAYER 20 //Above lighting, but below obfuscation. For in-game HUD effects (whereas SCREEN_LAYER is for abstract/OOC things like inventory slots)
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#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
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#define SCREEN_LAYER 22 //Mob HUD/effects layer
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@@ -822,13 +822,20 @@
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return FALSE
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/mob/living/silicon/robot/updateicon()
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cut_overlays()
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overlays.Cut() // The new way the overlays are applied requires this overlays.Cut difference to remove
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// correctly
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//The below lines up to the panels are how the 'borgs get their overlays now. It's made cleaner
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// via the vars below.
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var/overlay_help = image(icon,"eyes-[module_sprites[icontype]]-help", EFFECTS_ABOVE_LIGHTING_LAYER)
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var/overlay_harm = image(icon,"eyes-[module_sprites[icontype]]-harm", EFFECTS_ABOVE_LIGHTING_LAYER)
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if(stat == CONSCIOUS)
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if(a_intent == I_HELP)
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add_overlay("eyes-[module_sprites[icontype]]-help")
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overlays += overlay_help
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else
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add_overlay("eyes-[module_sprites[icontype]]-harm")
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overlays += overlay_harm
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if(opened)
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var/panelprefix = custom_sprite ? src.ckey : "ov"
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@@ -0,0 +1,41 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# wip (For works in progress)
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# tweak
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# soundadd
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# sounddel
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# rscadd (general adding of nice things)
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# rscdel (general deleting of nice things)
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# imageadd
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# imagedel
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# maptweak
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# spellcheck (typo fixes)
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# experiment
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# balance
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# admin
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# backend
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# security
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# refactor
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#################################
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# Your name.
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author: Chada-1
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- rscadd: "Made 'borgo eyes able to glow in the dark via a new _layers definition."
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