Merge pull request #13681 from Heroman3003/few-things-aaa

Fixes a few minor things
This commit is contained in:
Casey
2022-09-10 16:35:27 -04:00
committed by CHOMPStation2
parent c05c3ea8d9
commit 2fbd18b67c
6 changed files with 7 additions and 8 deletions

View File

@@ -345,6 +345,7 @@ var/global/list/light_type_cache = list()
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
installed_light = new light_type(src)
if(start_with_cell && !no_emergency)
cell = new/obj/item/weapon/cell/emergency_light(src)
var/obj/item/weapon/light/L = get_light_type_instance(light_type) //This is fine, but old code.
@@ -859,6 +860,7 @@ var/global/list/light_type_cache = list()
s.start()
status = LIGHT_BROKEN //This occasionally runtimes when it occurs midround after build mode spawns a broken light. No idea why.
installed_light.status = status
installed_light.update_icon()
update()
/obj/machinery/light/proc/fix()

View File

@@ -14,9 +14,6 @@
// create a new lighting fixture
/obj/machinery/light/New()
..()
installed_light = new light_type
installed_light.status = status //This is just in case RNG decides to break the light at round start!
installed_light.update_icon() //Give it the proper sprite!
//Vorestation addition, so large mobs stop looking stupid in front of lights.
if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall)
layer = ABOVE_MOB_LAYER