Glow In the dark 'borgo eyes. (#8641)

This commit is contained in:
Chada-1
2020-04-16 18:14:53 -03:00
committed by GitHub
parent ec45b754f2
commit 45e17440e4
3 changed files with 52 additions and 4 deletions
+1 -1
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@@ -3,7 +3,6 @@
#define PLANE_SPACE_DUST (PLANE_SPACE_PARALLAX + 1) // -96
#define PLANE_ABOVE_PARALLAX (PLANE_SPACE_BACKGROUND + 3) // -95
#define LOWER_ON_TURF_LAYER (TURF_LAYER + 0.05) // under the below
#define ON_TURF_LAYER (TURF_LAYER + 0.1) // sitting on the turf - should be preferred over direct use of TURF_LAYER
#define AO_LAYER (ON_TURF_LAYER + 0.1)
@@ -16,6 +15,7 @@
#define BELOW_MOB_LAYER 3.7
#define ABOVE_MOB_LAYER 4.1
#define LIGHTING_LAYER 11
#define EFFECTS_ABOVE_LIGHTING_LAYER 12 // For overlays you want to be above light.
#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)
#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
#define SCREEN_LAYER 22 //Mob HUD/effects layer
+10 -3
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@@ -822,13 +822,20 @@
return FALSE
/mob/living/silicon/robot/updateicon()
cut_overlays()
overlays.Cut() // The new way the overlays are applied requires this overlays.Cut difference to remove
// correctly
//The below lines up to the panels are how the 'borgs get their overlays now. It's made cleaner
// via the vars below.
var/overlay_help = image(icon,"eyes-[module_sprites[icontype]]-help", EFFECTS_ABOVE_LIGHTING_LAYER)
var/overlay_harm = image(icon,"eyes-[module_sprites[icontype]]-harm", EFFECTS_ABOVE_LIGHTING_LAYER)
if(stat == CONSCIOUS)
if(a_intent == I_HELP)
add_overlay("eyes-[module_sprites[icontype]]-help")
overlays += overlay_help
else
add_overlay("eyes-[module_sprites[icontype]]-harm")
overlays += overlay_harm
if(opened)
var/panelprefix = custom_sprite ? src.ckey : "ov"
+41
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@@ -0,0 +1,41 @@
################################
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author: Chada-1
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changes:
- rscadd: "Made 'borgo eyes able to glow in the dark via a new _layers definition."