Better solution

Repathed the point decal to the temp_visual effects path. This path has
built-in singularity resistance, and allows me to remove a spawn in
favor of a built-in QDEL_IN call

Also changed points from using the magic number 16 to POINT_LAYER for
their layer definition. This does technically drop the point by 4 layers
(POINT_LAYER is 12), placing them now below the light layer (shouldn't
affect anything) instead of just above it.
This commit is contained in:
FalseIncarnate
2018-05-30 21:55:26 -04:00
parent 496d4794ad
commit 18a0ff541e
3 changed files with 13 additions and 20 deletions
-12
View File
@@ -1,15 +1,3 @@
/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = 16.0
anchored = 1
mouse_opacity = 0
/obj/effect/decal/point/singularity_act()
return
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
@@ -1,3 +1,12 @@
/obj/effect/temp_visual/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 20
randomdir = FALSE
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5