Merge pull request #10754 from VOREStation/Arokha/shiplight

2 Overmap Fixes
This commit is contained in:
Novacat
2021-06-25 14:24:58 -04:00
committed by Chompstation Bot
parent ee2a4bbc77
commit 9dcda80a06
7 changed files with 13 additions and 8 deletions

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@@ -5,7 +5,7 @@
icon_state = "portal" icon_state = "portal"
color = "#2288FF" color = "#2288FF"
known = 0 //shows up on nav computers automatically known = FALSE //shows up on nav computers automatically
scannable = TRUE //if set to TRUE will show up on ship sensors for detailed scans scannable = TRUE //if set to TRUE will show up on ship sensors for detailed scans
var/obj/effect/overmap/bluespace_rift/partner var/obj/effect/overmap/bluespace_rift/partner

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@@ -8,7 +8,8 @@
name = "event" name = "event"
icon = 'icons/obj/overmap.dmi' icon = 'icons/obj/overmap.dmi'
icon_state = "event" icon_state = "event"
opacity = 1 opacity = 1
known = FALSE
var/list/events // List of event datum paths var/list/events // List of event datum paths
var/list/event_icon_states // Randomly picked from var/list/event_icon_states // Randomly picked from
var/difficulty = EVENT_LEVEL_MODERATE var/difficulty = EVENT_LEVEL_MODERATE

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@@ -14,6 +14,9 @@
var/skybox_pixel_y //Shift from lower left corner of skybox var/skybox_pixel_y //Shift from lower left corner of skybox
var/image/cached_skybox_image //Cachey var/image/cached_skybox_image //Cachey
light_system = MOVABLE_LIGHT
light_on = FALSE
//Overlay of how this object should look on other skyboxes //Overlay of how this object should look on other skyboxes
/obj/effect/overmap/proc/get_skybox_representation() /obj/effect/overmap/proc/get_skybox_representation()
if(!cached_skybox_image) if(!cached_skybox_image)
@@ -55,7 +58,6 @@
return INITIALIZE_HINT_QDEL return INITIALIZE_HINT_QDEL
if(known) if(known)
//layer = ABOVE_LIGHTING_LAYER
plane = PLANE_LIGHTING_ABOVE plane = PLANE_LIGHTING_ABOVE
for(var/obj/machinery/computer/ship/helm/H in global.machines) for(var/obj/machinery/computer/ship/helm/H in global.machines)
H.get_known_sectors() H.get_known_sectors()

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@@ -118,9 +118,10 @@
return return
if(sensors && sensors.use_power && sensors.powered()) if(sensors && sensors.use_power && sensors.powered())
var/sensor_range = round(sensors.range*1.5) + 1 var/sensor_range = round(sensors.range*1.5) + 1
linked.set_light(sensor_range + 0.5, 4) linked.set_light_range(sensor_range + 0.5)
linked.set_light_on(TRUE)
else else
linked.set_light(0) linked.set_light_on(FALSE)
/obj/machinery/shipsensors /obj/machinery/shipsensors
name = "sensors suite" name = "sensors suite"

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@@ -16,6 +16,7 @@
dir = NORTH dir = NORTH
icon_state = "ship" icon_state = "ship"
appearance_flags = TILE_BOUND|KEEP_TOGETHER|LONG_GLIDE //VOREStation Edit appearance_flags = TILE_BOUND|KEEP_TOGETHER|LONG_GLIDE //VOREStation Edit
light_power = 4
var/moving_state = "ship_moving" var/moving_state = "ship_moving"
var/vessel_mass = 10000 //tonnes, arbitrary number, affects acceleration provided by engines var/vessel_mass = 10000 //tonnes, arbitrary number, affects acceleration provided by engines

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@@ -2,7 +2,7 @@
/obj/effect/overmap/visitable/sector/temporary /obj/effect/overmap/visitable/sector/temporary
name = "Deep Space" name = "Deep Space"
invisibility = 101 invisibility = 101
known = 0 known = FALSE
in_space = TRUE in_space = TRUE
/obj/effect/overmap/visitable/sector/temporary/New(var/nx, var/ny) /obj/effect/overmap/visitable/sector/temporary/New(var/nx, var/ny)

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@@ -171,7 +171,7 @@
[b]Notice[/b]: REPLACE ME"} //Uses the paper/book syntax [b]Notice[/b]: REPLACE ME"} //Uses the paper/book syntax
start_x = 2 start_x = 2
start_y = 2 start_y = 2
known = 0 known = FALSE
// It notifies admins when you spawn it and gives you a 'JMP' and 'VV' link in the message so you can find it easily. // It notifies admins when you spawn it and gives you a 'JMP' and 'VV' link in the message so you can find it easily.
/obj/effect/overmap/visitable/admin_use/Initialize() /obj/effect/overmap/visitable/admin_use/Initialize()
@@ -192,7 +192,7 @@
fore_dir = NORTH //You may need to edit this ingame if you want your ship to fly correctly! fore_dir = NORTH //You may need to edit this ingame if you want your ship to fly correctly!
start_x = 2 start_x = 2
start_y = 2 start_y = 2
known = 0 known = FALSE
// Similarly notifies you // Similarly notifies you
/obj/effect/overmap/visitable/ship/admin_use/Initialize() /obj/effect/overmap/visitable/ship/admin_use/Initialize()