Directional lighting tweaks (#1833)

changes:

Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
This commit is contained in:
Lohikar
2017-02-25 22:12:13 +02:00
committed by skull132
parent dc951d6261
commit dceacd805b
10 changed files with 44 additions and 34 deletions
@@ -9,8 +9,7 @@
slot_flags = SLOT_BELT
light_color = LIGHT_COLOR_HALOGEN
uv_intensity = 50
//offset_light = 1
//diona_restricted_light = 1//Light emitted by this object or creature has limited interaction with diona
light_wedge = LIGHT_WIDE
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
@@ -97,6 +96,7 @@
slot_flags = SLOT_EARS
brightness_on = 2
w_class = 1
light_wedge = LIGHT_OMNI
/obj/item/device/flashlight/drone
name = "low-power flashlight"
@@ -117,6 +117,7 @@
uv_intensity = 60
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 70)
contained_sprite = 1
light_wedge = LIGHT_SEMI
/obj/item/device/flashlight/maglight
name = "maglight"
@@ -131,6 +132,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 100)
hitsound = 'sound/weapons/smash.ogg'
contained_sprite = 1
light_wedge = LIGHT_NARROW
// the desk lamps are a bit special
@@ -145,6 +147,7 @@
uv_intensity = 100
on = 1
slot_flags = 0 //No wearing desklamps
light_wedge = LIGHT_OMNI
// green-shaded desk lamp
@@ -179,8 +182,7 @@
uv_intensity = 100
var/on_damage = 7
var/produce_heat = 1500
//offset_light = 0//Emits light all around, not directional
//diona_restricted_light = 0
light_wedge = LIGHT_OMNI
/obj/item/device/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
@@ -232,8 +234,7 @@
uv_intensity = 200
on = 1 //Bio-luminesence has one setting, on.
light_color = LIGHT_COLOR_SLIME_LAMP
//offset_light = 0//Emits light all around, not directional
//diona_restricted_light = 0
light_wedge = LIGHT_OMNI
/obj/item/device/flashlight/slime/New()
..()
@@ -259,9 +260,8 @@
item_state = "glowstick"
contained_sprite = 1
uv_intensity = 255
//offset_light = 0
//diona_restricted_light = 0
var/fuel = 0
light_wedge = LIGHT_OMNI
/obj/item/device/flashlight/glowstick/New()
fuel = rand(900, 1200)