From 64ced9f6b6a38b7477804396de2622b9d802a112 Mon Sep 17 00:00:00 2001 From: KasparoVy Date: Fri, 29 Dec 2017 17:57:36 -0500 Subject: [PATCH] Shiny, not Glowy Terminology tweak. --- code/game/dna/genes/disabilities.dm | 4 ++-- code/game/dna/genes/powers.dm | 4 ++-- code/modules/mob/living/carbon/human/human.dm | 10 +++++----- code/modules/mob/living/carbon/human/update_icons.dm | 2 +- 4 files changed, 10 insertions(+), 10 deletions(-) diff --git a/code/game/dna/genes/disabilities.dm b/code/game/dna/genes/disabilities.dm index 3105369746a..d448419b72d 100644 --- a/code/game/dna/genes/disabilities.dm +++ b/code/game/dna/genes/disabilities.dm @@ -128,12 +128,12 @@ /datum/dna/gene/disability/colourblindness/activate(var/mob/M, var/connected, var/flags) ..() M.update_client_colour() //Handle the activation of the colourblindness on the mob. - M.update_icons() //Apply eyeglow as needed. + M.update_icons() //Apply eyeshine as needed. /datum/dna/gene/disability/colourblindness/deactivate(var/mob/M, var/connected, var/flags) ..() M.update_client_colour() //Handle the deactivation of the colourblindness on the mob. - M.update_icons() //Remove eyeglow as needed. + M.update_icons() //Remove eyeshine as needed. /datum/dna/gene/disability/deaf name="Deafness" diff --git a/code/game/dna/genes/powers.dm b/code/game/dna/genes/powers.dm index a7b977a16f3..e9d69c2b904 100644 --- a/code/game/dna/genes/powers.dm +++ b/code/game/dna/genes/powers.dm @@ -164,12 +164,12 @@ /datum/dna/gene/basic/xray/activate(mob/living/M, connected, flags) ..() M.update_sight() - M.update_icons() //Apply eyeglow as needed. + M.update_icons() //Apply eyeshine as needed. /datum/dna/gene/basic/xray/deactivate(mob/living/M, connected, flags) ..() M.update_sight() - M.update_icons() //Remove eyeglow as needed. + M.update_icons() //Remove eyeshine as needed. /datum/dna/gene/basic/tk name="Telekenesis" diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 0f4f070a2f2..57d7cac79b5 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -1668,12 +1668,12 @@ G.icon_state = "grabbed1" G.synch() -/mob/living/carbon/human/proc/eyes_glow() /*Used to check if eyes should glow in the dark. Returns the image of the eyes on the layer where they will appear to glow. - Eyes need to have significantly high darksight to glow unless the mob has the XRAY vision mutation. Eyes will not glow if they are covered in any way.*/ +/mob/living/carbon/human/proc/eyes_shine() /*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. + 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.*/ var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes) - var/const/glow_threshold = 6 - if(istype(eyes) && ((eyes.get_dark_view() > glow_threshold) || (XRAY in mutations)) && get_location_accessible(src, "eyes")) - return(image(eyes.generate_icon(), layer = LIGHTING_LAYER + 1)) //Referenced cult constructs for glowing in the dark. Needs to be above lighting effects such as shading. + var/const/shine_threshold = 6 + if(istype(eyes) && ((eyes.get_dark_view() > shine_threshold) || (XRAY in mutations)) && get_location_accessible(src, "eyes")) + return(image(eyes.generate_icon(), layer = LIGHTING_LAYER + 1)) //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading. /mob/living/carbon/human/proc/gut() set category = "Abilities" diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 7d763d2b028..77074bee3f6 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -160,7 +160,7 @@ Please contact me on #coderbus IRC. ~Carn x overlays += (new_overlays - old_overlays) overlays -= (old_overlays - new_overlays) cached_standing_overlays = new_overlays - overlays |= eyes_glow() //Only applies eyeglow if the eyes are uncovered and have significantly high darksight or XRAY vision. + overlays |= eyes_shine() //Only applies eyeshine if the eyes are uncovered and have significantly high darksight or XRAY vision. update_transform()