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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 02:24:11 +01:00
Move lighting to it's own plane, fix observers
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@@ -6,6 +6,7 @@
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anchored = 1
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icon = LIGHTING_ICON
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layer = LIGHTING_LAYER
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plane = LIGHTING_PLANE
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invisibility = INVISIBILITY_LIGHTING
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color = LIGHTING_BASE_MATRIX
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icon_state = "light1"
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@@ -48,8 +48,7 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
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if(ishuman(body))
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var/mob/living/carbon/human/H = body
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icon = H.stand_icon
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overlays = H.overlays_standing
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appearance = H.appearance
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else
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icon = body.icon
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icon_state = body.icon_state
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@@ -7,6 +7,7 @@
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var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/mob/living/carbon/human/New(loc)
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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if(length(args) > 1)
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log_runtime(EXCEPTION("human/New called with more than 1 argument (REPORT THIS ENTIRE RUNTIME TO A CODER)"))
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. = ..()
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@@ -17,7 +18,6 @@
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// Species name is handled by set_species()
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set_species(new_species, 1, delay_icon_update = 1, skip_same_check = TRUE)
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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..()
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@@ -1528,8 +1528,9 @@
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var/obj/item/organ/external/head/head_organ = get_organ("head")
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var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_full_list[head_organ.h_style]
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var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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return image(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
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var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1)
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MA.plane = LIGHTING_PLANE
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return MA //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
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/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
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Eyes need to have significantly high darksight to shine unless the mob has the XRAY vision mutation. Eyes will not shine if they are covered in any way.*/
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