diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index 9a0c7e18cd8..45060918323 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -27,24 +27,24 @@ /area/New() icon_state = "" layer = 10 - master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references src.loc.loc.master ~Carn + master = src uid = ++global_uid related = list(src) if(requires_power) luminosity = 0 else - power_light = 1 //rastaf0 - power_equip = 1 //rastaf0 - power_environ = 1 //rastaf0 + power_light = 1 + power_equip = 1 + power_environ = 1 luminosity = 1 lighting_use_dynamic = 0 ..() - power_change() // all machines set to current power level, also updates lighting icon + power_change() // all machines set to current power level, also updates icon - blend_mode = BLEND_MULTIPLY // Putting this in the constructure so that it stops the icons being screwed up in the map editor. + blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor. @@ -225,20 +225,21 @@ if ((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc. if(fire && !eject && !party) icon_state = "blue" - /*else if(atmosalm && !fire && !eject && !party) - icon_state = "bluenew"*/ else if(!fire && eject && !party) icon_state = "red" else if(party && !fire && !eject) icon_state = "party" else icon_state = "blue-red" + invisibility = INVISIBILITY_LIGHTING else // new lighting behaviour with obj lights icon_state = null + invisibility = INVISIBILITY_MAXIMUM /area/space/updateicon() icon_state = null + invisibility = INVISIBILITY_MAXIMUM /* #define EQUIP 1 @@ -271,8 +272,7 @@ for(var/area/RA in related) for(var/obj/machinery/M in RA) // for each machine in the area M.power_change() // reverify power status (to update icons etc.) - if (fire || eject || party) - RA.updateicon() + RA.updateicon() /area/proc/usage(chan) var/used = 0