Fix light/camera layers for macros and fix constants for them too.

This commit is contained in:
Leshana
2018-04-01 16:29:52 -04:00
parent 07c0ef2b8a
commit 88c4ca0246
3 changed files with 13 additions and 27 deletions
+5 -12
View File
@@ -16,7 +16,7 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = 1
plane = MOB_LAYER
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
var/stage = 1
var/fixture_type = "tube"
@@ -133,8 +133,6 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-stage1"
anchored = 1
plane = MOB_LAYER
layer = ABOVE_MOB_LAYER
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
@@ -145,6 +143,8 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp-construct-stage1"
anchored = 0
plane = OBJ_PLANE
layer = OBJ_LAYER
stage = 1
fixture_type = "flamp"
sheets_refunded = 2
@@ -157,7 +157,7 @@
icon_state = "tube1"
desc = "A lighting fixture."
anchored = 1
plane = MOB_LAYER
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
use_power = 2
idle_power_usage = 2
@@ -199,6 +199,7 @@
fitting = "bulb"
brightness_range = 5
brightness_power = 2
plane = OBJ_PLANE
layer = OBJ_LAYER
brightness_color = "#FFF4E5"
desc = "A floor lamp."
@@ -206,11 +207,6 @@
shows_alerts = FALSE
var/lamp_shade = 1
//Vorestation addition, to override the New() proc further below, since this is a lamp.
/obj/machinery/light/flamp/New()
..()
layer = OBJ_LAYER
/obj/machinery/light/small/emergency
brightness_range = 4
brightness_power = 2
@@ -261,9 +257,6 @@
broken(1)
spawn(1)
update(0)
//Vorestation addition, so large mobs stop looking stupid in front of lights.
if (dir == 2)
layer = 5
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
+5 -12
View File
@@ -1,26 +1,19 @@
// I hate the way macros look stupid standing near lights. I don't care how absurd this looks.
/obj/machinery/light_construct
layer = 4
/obj/machinery/light_construct/small
layer = 4
/obj/machinery/light_construct/flamp
layer = 4
layer = BELOW_MOB_LAYER
/obj/machinery/light
layer = 4
layer = BELOW_MOB_LAYER
//Vorestation addition, to override the New() proc further below, since this is a lamp.
/obj/machinery/light/flamp/New()
..()
layer = 4
layer = initial(layer)
// create a new lighting fixture
/obj/machinery/light/New()
..()
//Vorestation addition, so large mobs stop looking stupid in front of lights.
if (dir == 2)
layer = 5
if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall)
layer = ABOVE_MOB_LAYER