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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #10070 from Mloc/lightwrite-2
Lighting overlay changes + optimizations
This commit is contained in:
@@ -324,7 +324,7 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
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//AI laws
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for(var/mob/living/silicon/ai/M in living_mob_list)
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if(M.stat != 2 && M.see_in_dark != 0)
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if(M.stat != 2 && M.has_power)
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var/who2 = pick("ALIENS", "BEARS", "CLOWNS", "XENOS", "PETES", "BOMBS", "FETISHES", "WIZARDS", "SYNDICATE AGENTS", "CENTCOM OFFICERS", "SPACE PIRATES", "TRAITORS", "MONKEYS", "BEES", "CARP", "CRABS", "EELS", "BANDITS", "LIGHTS")
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var/what2 = pick("BOLTERS", "STAVES", "DICE", "SINGULARITIES", "TOOLBOXES", "NETTLES", "AIRLOCKS", "CLOTHES", "WEAPONS", "MEDKITS", "BOMBS", "CANISTERS", "CHAIRS", "BBQ GRILLS", "ID CARDS", "CAPTAINS")
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var/what2pref = pick("SOFT", "WARM", "WET", "COLD", "ICY", "SEXY", "UGLY", "CUBAN")
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@@ -468,4 +468,4 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
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world << "Ion Storm Main Done"
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*/
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*/
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@@ -45,7 +45,6 @@
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if (!(XRAY in user.mutations))
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user.mutations.Add(XRAY)
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user.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
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user.see_in_dark = 8
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user.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if (!(COLD_RESISTANCE in user.mutations))
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@@ -67,4 +66,4 @@
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show_objectives(user.mind)
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user << "You have a very bad feeling about this."
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return
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return
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@@ -40,7 +40,7 @@ AI MODULES
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if (comp.current.stat == 2 || comp.current.control_disabled == 1)
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usr << "Upload failed. No signal is being detected from the AI."
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else if (comp.current.see_in_dark == 0)
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else if (!comp.current.has_power)
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usr << "Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power."
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else
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src.transmitInstructions(comp.current, usr)
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@@ -468,7 +468,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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for(var/mob/living/silicon/ai/M in mob_list)
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if (M.stat == 2)
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usr << "Upload failed. No signal is being detected from the AI."
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else if (M.see_in_dark == 0)
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else if (!M.has_power)
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usr << "Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power."
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else
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M.add_ion_law(input)
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@@ -3,7 +3,6 @@
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#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
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#define LIGHTING_LAMBERTIAN 1 // use lambertian shading for light sources
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#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_TRANSITIONS 1 // smooth, animated transitions, similar to /tg/station
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#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_LAYER 10 // drawing layer for lighting overlays
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@@ -143,15 +143,19 @@
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if(!strength) //Don't add turfs that aren't affected to the affected turfs.
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continue
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effect_r[T.lighting_overlay] = round(lum_r * strength, LIGHTING_ROUND_VALUE)
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effect_g[T.lighting_overlay] = round(lum_g * strength, LIGHTING_ROUND_VALUE)
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effect_b[T.lighting_overlay] = round(lum_b * strength, LIGHTING_ROUND_VALUE)
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effect_r += round(lum_r * strength, LIGHTING_ROUND_VALUE)
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effect_g += round(lum_g * strength, LIGHTING_ROUND_VALUE)
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effect_b += round(lum_b * strength, LIGHTING_ROUND_VALUE)
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T.lighting_overlay.update_lumcount(
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round(lum_r * strength, LIGHTING_ROUND_VALUE),
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round(lum_g * strength, LIGHTING_ROUND_VALUE),
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round(lum_b * strength, LIGHTING_ROUND_VALUE)
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)
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else
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effect_r += 0
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effect_g += 0
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effect_b += 0
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if(!T.affecting_lights)
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T.affecting_lights = list()
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@@ -161,12 +165,15 @@
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/datum/light_source/proc/remove_lum()
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applied = 0
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var/i = 1
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for(var/turf/T in effect_turf)
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if(T.affecting_lights)
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T.affecting_lights -= src
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if(T.lighting_overlay)
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T.lighting_overlay.update_lumcount(-effect_r[T.lighting_overlay], -effect_g[T.lighting_overlay], -effect_b[T.lighting_overlay])
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T.lighting_overlay.update_lumcount(-effect_r[i], -effect_g[i], -effect_b[i])
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i++
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effect_r.Cut()
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effect_g.Cut()
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@@ -8,7 +8,6 @@
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icon_state = "light1"
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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blend_mode = BLEND_MULTIPLY
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color = "#000000"
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var/lum_r
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@@ -53,32 +52,31 @@
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lighting_update_overlays += src
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/atom/movable/lighting_overlay/proc/update_overlay()
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var/mx = max(lum_r, lum_g, lum_b)
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. = 1 // factor
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if(mx > 1)
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. = 1/mx
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#if LIGHTING_TRANSITIONS == 1
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animate(src,
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .),
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LIGHTING_INTERVAL - 1
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)
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#else
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
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#endif
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var/turf/T = loc
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if(istype(T)) //Incase we're not on a turf, pool ourselves, something happened.
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if(color != "#000000")
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T.luminosity = 1
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else //No light, set the turf's luminosity to 0 to remove it from view()
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#if LIGHTING_TRANSITIONS == 1
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spawn(LIGHTING_INTERVAL - 1)
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if(lum_r == lum_g && lum_r == lum_b) //greyscale
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blend_mode = BLEND_OVERLAY
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if(lum_r <= 0)
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T.luminosity = 0
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color = "#000000"
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alpha = 255
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else
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T.luminosity = 1
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color = "#000000"
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alpha = (1 - min(lum_r, 1)) * 255
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else
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alpha = 255
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var/mx = max(lum_r, lum_g, lum_b)
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. = 1 // factor
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if(mx > 1)
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. = 1/mx
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blend_mode = BLEND_MULTIPLY
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
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if(color != "#000000")
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T.luminosity = 1
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else //No light, set the turf's luminosity to 0 to remove it from view()
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T.luminosity = 0
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#else
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T.luminosity = 0
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#endif
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else
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : ""]) in update_overlay() and got pooled!")
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qdel(src)
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@@ -3,7 +3,6 @@
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#undef LIGHTING_FALLOFF
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#undef LIGHTING_LAMBERTIAN
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#undef LIGHTING_HEIGHT
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#undef LIGHTING_TRANSITIONS
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#undef LIGHTING_RESOLUTION
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#undef LIGHTING_LAYER
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@@ -34,7 +34,6 @@ var/global/list/image/ghost_sightless_images = list() //this is a list of images
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/mob/dead/observer/New(mob/body)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_in_dark = 100
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verbs += /mob/dead/observer/proc/dead_tele
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stat = DEAD
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@@ -646,10 +645,12 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/proc/updateghostsight()
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if (!seedarkness)
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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see_in_dark = 100
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else
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see_invisible = SEE_INVISIBLE_OBSERVER
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if (!ghostvision)
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see_invisible = SEE_INVISIBLE_LIVING;
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see_in_dark = 0
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updateghostimages()
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/proc/updateallghostimages()
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@@ -70,7 +70,6 @@
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blind.layer = 0
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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drop_r_hand()
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@@ -15,7 +15,6 @@
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var/acceleration = 1
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var/owner_follows_eye = 0
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see_in_dark = 7
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status_flags = GODMODE
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invisibility = INVISIBILITY_EYE
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@@ -4,7 +4,6 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_spore_temp"
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pass_flags = PASSBLOB
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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var/ghost_name = "Unknown"
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var/creating_blob = 0
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@@ -120,13 +120,11 @@
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sight |= SEE_TURFS
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (stat != 2)
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sight &= ~SEE_TURFS
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sight &= ~SEE_MOBS
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sight &= ~SEE_OBJS
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see_in_dark = 2
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see_invisible = SEE_INVISIBLE_LIVING
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if (healths)
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@@ -204,13 +204,11 @@
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sight |= SEE_TURFS
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (stat != 2)
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sight &= ~SEE_TURFS
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sight &= ~SEE_MOBS
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sight &= ~SEE_OBJS
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see_in_dark = 2
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see_invisible = SEE_INVISIBLE_LIVING
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if (healths)
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@@ -273,4 +271,4 @@
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emp_damage += rand(10,20)
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if(3)
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emp_damage += rand(0,10)
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..()*/
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..()*/
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@@ -1206,7 +1206,6 @@
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if( stat == DEAD )
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sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(healths) healths.icon_state = "health7" //DEAD healthmeter
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if(client)
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@@ -1229,12 +1228,9 @@
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else
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sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_in_dark = species.darksight
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see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING
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if(XRAY in mutations)
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(seer==1)
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@@ -8,7 +8,6 @@
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language = "Sol Common" //todo?
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unarmed_types = list(/datum/unarmed_attack/claws/strong, /datum/unarmed_attack/bite/sharp)
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light_dam = 2
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darksight = 8
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has_organ = list()
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siemens_coefficient = 0
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@@ -23,4 +22,4 @@
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/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
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spawn(1)
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new /obj/effect/decal/cleanable/ash(H.loc)
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qdel(H)
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qdel(H)
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@@ -99,7 +99,6 @@
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var/list/inherent_verbs // Species-specific verbs.
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var/has_fine_manipulation = 1 // Can use small items.
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var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
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var/darksight = 2 // Native darksight distance.
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var/flags = 0 // Various specific features.
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var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
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var/primitive_form // Lesser form, if any (ie. monkey for humans)
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@@ -10,7 +10,6 @@
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unarmed_types = list(/datum/unarmed_attack/slime_glomp)
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flags = IS_RESTRICTED | NO_BLOOD | NO_SCAN | NO_SLIP | NO_BREATHE
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siemens_coefficient = 3
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darksight = 3
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blood_color = "#05FF9B"
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flesh_color = "#05FFFB"
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@@ -22,7 +22,6 @@
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tail_animation = 'icons/mob/species/unathi/tail.dmi'
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unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/claws, /datum/unarmed_attack/bite/sharp)
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primitive_form = "Stok"
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darksight = 3
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gluttonous = 1
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blurb = "A heavily reptillian species, Unathi (or 'Sinta as they call themselves) hail from the \
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@@ -73,7 +72,6 @@
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tail = "tajtail"
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tail_animation = 'icons/mob/species/tajaran/tail.dmi'
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unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/claws, /datum/unarmed_attack/bite/sharp)
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darksight = 8
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slowdown = -1
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brute_mod = 1.2
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@@ -14,7 +14,6 @@
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update_icon = 0
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nutrition = 700
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see_in_dark = 8
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update_slimes = 0
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// canstun and canweaken don't affect slimes because they ignore stun and weakened variables
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@@ -411,4 +410,4 @@
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/mob/living/carbon/slime/can_use_vents()
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if(Victim)
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return "You cannot ventcrawl while feeding."
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..()
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..()
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@@ -49,6 +49,7 @@ var/list/ai_verbs_default = list(
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var/list/network = list("Exodus")
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var/obj/machinery/camera/camera = null
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var/list/connected_robots = list()
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var/has_power = 0
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var/aiRestorePowerRoutine = 0
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var/viewalerts = 0
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var/icon/holo_icon//Default is assigned when AI is created.
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@@ -38,19 +38,18 @@
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src << "<span class='notice'><b>APU GENERATOR FAILURE! (System Damaged)</b></span>"
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stop_apu(1)
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var/blind = 0
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has_power = 1
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var/area/loc = null
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if (istype(T, /turf))
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loc = T.loc
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if (istype(loc, /area))
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if (!loc.power_equip && !istype(src.loc,/obj/item) && !APU_power)
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blind = 1
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has_power = 0
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if (!blind)
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if (has_power)
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src.sight |= SEE_TURFS
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src.sight |= SEE_MOBS
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src.sight |= SEE_OBJS
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src.see_in_dark = 8
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src.see_invisible = SEE_INVISIBLE_LIVING
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if (aiRestorePowerRoutine==2)
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@@ -77,12 +76,10 @@
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//Blind the AI
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src.blind.screen_loc = "1,1 to 15,15"
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if (src.blind.layer!=18)
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src.blind.layer = 18
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src.sight = src.sight&~SEE_TURFS
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src.sight = src.sight&~SEE_MOBS
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src.sight = src.sight&~SEE_OBJS
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src.see_in_dark = 0
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src.see_invisible = SEE_INVISIBLE_LIVING
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//Now to tell the AI why they're blind and dying slowly.
|
||||
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||||
@@ -162,13 +162,11 @@
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see_invisible = SEE_INVISIBLE_MINIMUM
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else if (src.sight_mode & BORGTHERM)
|
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src.sight |= SEE_MOBS
|
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src.see_in_dark = 8
|
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src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (src.stat != 2)
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src.sight &= ~SEE_MOBS
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src.sight &= ~SEE_TURFS
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src.sight &= ~SEE_OBJS
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src.see_in_dark = 8 // see_in_dark means you can FAINTLY see in the dark, humans have a range of 3 or so, tajaran have it at 8
|
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src.see_invisible = SEE_INVISIBLE_LIVING // This is normal vision (25), setting it lower for normal vision means you don't "see" things like darkness since darkness
|
||||
// has a "invisible" value of 15
|
||||
|
||||
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||||
@@ -150,7 +150,6 @@
|
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attacktext = "slashed"
|
||||
speed = -1
|
||||
environment_smash = 1
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/rapidslice.ogg'
|
||||
construct_spells = list(/spell/targeted/ethereal_jaunt/shift)
|
||||
|
||||
@@ -228,7 +227,6 @@
|
||||
attacktext = "violently stabbed"
|
||||
speed = -1
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||||
environment_smash = 1
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/pierce.ogg'
|
||||
|
||||
construct_spells = list(
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
emote_see = list("shakes their head", "shivers")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
response_help = "pets"
|
||||
response_disarm = "bops"
|
||||
response_harm = "kicks"
|
||||
see_in_dark = 5
|
||||
mob_size = 8
|
||||
|
||||
var/obj/item/inventory_head
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
emote_see = list("shakes its head", "stamps a foot", "glares around")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
meat_amount = 4
|
||||
response_help = "pets"
|
||||
@@ -95,7 +94,6 @@
|
||||
emote_see = list("shakes its head")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
meat_amount = 6
|
||||
response_help = "pets"
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
small = 1
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
maxHealth = 5
|
||||
health = 5
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
emote_see = list("stares ferociously", "stomps")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
emote_hear = list("chitters")
|
||||
speak_chance = 5
|
||||
turns_per_move = 5
|
||||
see_in_dark = 10
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/xenomeat
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
@@ -199,4 +198,4 @@
|
||||
#undef SPINNING_WEB
|
||||
#undef LAYING_EGGS
|
||||
#undef MOVING_TO_TARGET
|
||||
#undef SPINNING_COCOON
|
||||
#undef SPINNING_COCOON
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
emote_see = list("looks around suspiciously.", "scratches it's arm.","putters around a bit.")
|
||||
speak_chance = 15
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/monkey
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
density = 1
|
||||
layer = 4.0
|
||||
animate_movement = 2
|
||||
see_in_dark = 0
|
||||
// flags = NOREACT
|
||||
var/datum/mind/mind
|
||||
|
||||
|
||||
@@ -252,7 +252,6 @@
|
||||
if (!(XRAY in H.mutations))
|
||||
H.mutations.Add(XRAY)
|
||||
H.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
|
||||
H.see_in_dark = 8
|
||||
H.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
H << "\blue The walls suddenly disappear."
|
||||
temp = "You have purchased a scrying orb, and gained x-ray vision."
|
||||
|
||||
Reference in New Issue
Block a user