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https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
Fixes mech part layering, rapidfire blasters (#9986)
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@@ -29,11 +29,11 @@
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#define MECH_UNDER_LAYER 4
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#define MECH_BASE_LAYER 4.01
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#define MECH_INTERMEDIATE_LAYER 4.02
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#define MECH_PILOT_LAYER 4.03
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#define MECH_LEG_LAYER 4.04
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#define MECH_COCKPIT_LAYER 4.05
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#define MECH_HATCH_LAYER 4.02
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#define MECH_HEAD_LAYER 4.03
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#define MECH_EYES_LAYER 4.04
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#define MECH_LEG_LAYER 4.05
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#define MECH_ARM_LAYER 4.06
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#define MECH_DECAL_LAYER 4.07
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#define MECH_GEAR_LAYER 4.08
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#define MECH_ABOVE_LAYER 4.09
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#define MECH_ABOVE_LAYER 4.09
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@@ -83,7 +83,7 @@
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playsound(AD, 'sound/machines/airlock_close_force.ogg', 100, 1)
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AD.visible_message(SPAN_DANGER("\The [owner] forces \the [AD] closed!"))
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return
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if(length(carrying) >= carrying_capacity)
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to_chat(user, SPAN_WARNING("\The [src] is fully loaded!"))
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return
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@@ -191,7 +191,7 @@
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desc = "An exosuit-mounted light."
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icon_state = "mech_floodlight"
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restricted_hardpoints = list(HARDPOINT_HEAD)
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mech_layer = MECH_INTERMEDIATE_LAYER
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mech_layer = MECH_DECAL_LAYER
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var/on = 0
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var/brightness_on = 12 //can't remember what the maxed out value is
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@@ -25,11 +25,11 @@ proc/get_mech_icon(var/list/components = list(), var/overlay_layer = FLOAT_LAYER
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new_overlays += get_mech_image("[body.icon_state]_cockpit", body.on_mech_icon, MECH_BASE_LAYER)
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if(LAZYLEN(pilot_overlays))
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new_overlays += pilot_overlays
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if(head)
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new_overlays += get_mech_image("[head.icon_state]", head.on_mech_icon, head.color, MECH_INTERMEDIATE_LAYER)
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new_overlays += get_mech_image("[head.icon_state]_eyes", head.on_mech_icon, null, MECH_INTERMEDIATE_LAYER)
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if(body)
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new_overlays += get_mech_image("[body.icon_state]_overlay[hatch_closed ? "" : "_open"]", body.on_mech_icon, body.color, MECH_BASE_LAYER)
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new_overlays += get_mech_image("[body.icon_state]_overlay[hatch_closed ? "" : "_open"]", body.on_mech_icon, body.color, MECH_HATCH_LAYER)
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if(head)
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new_overlays += get_mech_image("[head.icon_state]", head.on_mech_icon, head.color, MECH_HEAD_LAYER)
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new_overlays += get_mech_image("[head.icon_state]_eyes", head.on_mech_icon, null, MECH_EYES_LAYER)
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if(arms)
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new_overlays += get_mech_image(arms.icon_state, arms.on_mech_icon, arms.color, MECH_ARM_LAYER)
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if(legs)
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@@ -54,7 +54,7 @@ proc/get_mech_icon(var/list/components = list(), var/overlay_layer = FLOAT_LAYER
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new_overlays += get_mech_image(use_icon_state, 'icons/mecha/mecha_weapon_overlays.dmi', null, hardpoint_object.mech_layer)
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var/far_icon_state = "[use_icon_state]_far"
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if(far_icon_state in mecha_weapon_overlays)
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new_overlays += get_mech_image(far_icon_state, 'icons/mecha/mecha_weapon_overlays.dmi', null, MECH_BASE_LAYER - 0.01)
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new_overlays += get_mech_image(far_icon_state, 'icons/mecha/mecha_weapon_overlays.dmi', null, MECH_UNDER_LAYER)
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overlays = new_overlays
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@@ -35,6 +35,7 @@
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self_recharge = TRUE
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recharge_time = 1.5
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dispersion = list(3,6,9,12)
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firemodes = list()
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/obj/item/gun/energy/blaster/revolver
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name = "blaster revolver"
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4
html/changelogs/Ferner-200913-bugfix_mechlayers.yml
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4
html/changelogs/Ferner-200913-bugfix_mechlayers.yml
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@@ -0,0 +1,4 @@
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author: Ferner
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delete-after: True
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changes:
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- bugfix: "Mechs will now handle their part layering a bit more sanely, fixed the mounted rapidfire blaster being stuck on the wrong firing mode."
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