Replace opacity = X with set_opacity(X) so that the lighting system can update propertly.

This commit is contained in:
Leshana
2017-04-11 00:30:49 -04:00
parent 75cc189723
commit 45058136e2
7 changed files with 18 additions and 18 deletions

View File

@@ -162,9 +162,9 @@
smoke.pixel_x = -32 + rand(-8, 8)
smoke.pixel_y = -32 + rand(-8, 8)
walk_to(smoke, T)
smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then
smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
smoke.opacity = 0 // lighting and view range updates
smoke.set_opacity(0) // lighting and view range updates
fadeOut(smoke)
qdel(src)

View File

@@ -27,7 +27,7 @@
..()
/obj/structure/curtain/proc/toggle()
opacity = !opacity
set_opacity(!opacity)
if(opacity)
icon_state = "closed"
layer = SHOWER_CLOSED_LAYER

View File

@@ -32,9 +32,9 @@
name = "[material.display_name] door"
color = material.icon_colour
if(material.opacity < 0.5)
opacity = 0
set_opacity(0)
else
opacity = 1
set_opacity(1)
if(material.products_need_process())
processing_objects |= src
update_nearby_tiles(need_rebuild=1)
@@ -99,7 +99,7 @@
flick("[material.door_icon_base]opening",src)
sleep(10)
density = 0
opacity = 0
set_opacity(0)
state = 1
update_icon()
isSwitchingStates = 0
@@ -111,7 +111,7 @@
flick("[material.door_icon_base]closing",src)
sleep(10)
density = 1
opacity = 1
set_opacity(1)
state = 0
update_icon()
isSwitchingStates = 0

View File

@@ -11,7 +11,7 @@
update_icon()
set_light(0)
src.blocks_air = 0
src.opacity = 0
set_opacity(0)
for(var/turf/simulated/turf in loc)
air_master.mark_for_update(turf)
else
@@ -21,7 +21,7 @@
update_icon()
set_light(1)
src.blocks_air = 1
src.opacity = 1
set_opacity(1)
for(var/turf/simulated/turf in loc)
air_master.mark_for_update(turf)

View File

@@ -192,7 +192,7 @@
if(growth>2 && growth == max_growth)
layer = 5
opacity = 1
set_opacity(1)
if(!isnull(seed.chems["woodpulp"]))
density = 1
else

View File

@@ -70,11 +70,11 @@
// Create a decorative ramp bottom and flatten out our current ramp.
density = 0
opacity = 0
set_opacity(0)
icon_state = "ramptop"
var/obj/structure/droppod_door/door_bottom = new(T)
door_bottom.deployed = 1
door_bottom.density = 0
door_bottom.opacity = 0
door_bottom.set_opacity(0)
door_bottom.dir = src.dir
door_bottom.icon_state = "rampbottom"

View File

@@ -54,8 +54,8 @@
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
set_opacity(1)
spawn(20) if(!deleted(src)) set_opacity(0)
..()
@@ -63,8 +63,8 @@
health -= Proj.get_structure_damage()
..()
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
set_opacity(1)
spawn(20) if(!deleted(src)) set_opacity(0)
/obj/machinery/shield/ex_act(severity)
switch(severity)
@@ -113,8 +113,8 @@
check_failure()
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = 1
spawn(20) if(src) opacity = 0
set_opacity(1)
spawn(20) if(!deleted(src)) set_opacity(0)
..()
return