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
+4 -8
View File
@@ -543,11 +543,11 @@ var/list/slot_equipment_priority = list( \
client.screen = list()
hud_used.show_hud(hud_used.hud_version)
/mob/setDir(new_dir)
/mob/setDir(new_dir)
if(forced_look)
if(isnum(forced_look))
dir = forced_look
else
else
var/atom/A = locateUID(forced_look)
if(istype(A))
dir = get_cardinal_dir(src, A)
@@ -592,7 +592,7 @@ var/list/slot_equipment_priority = list( \
return
if(!src || !isturf(src.loc))
return 0
if(istype(A, /obj/effect/decal/point))
if(istype(A, /obj/effect/temp_visual/point))
return 0
var/tile = get_turf(A)
@@ -600,12 +600,8 @@ var/list/slot_equipment_priority = list( \
return 0
changeNext_move(CLICK_CD_POINT)
var/obj/P = new /obj/effect/decal/point(tile)
var/obj/P = new /obj/effect/temp_visual/point(tile)
P.invisibility = invisibility
spawn (20)
if(P)
qdel(P)
return 1
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)