diff --git a/baystation12.dme b/baystation12.dme index f9c0cf04725..ba6a1f7196d 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -170,7 +170,6 @@ #define FILE_DIR "code/WorkInProgress/Apples" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/BirdMan" -#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jumper" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara" @@ -210,7 +209,6 @@ #define FILE_DIR "icons/vending_icons" #define FILE_DIR "interface" #define FILE_DIR "maps" -#define FILE_DIR "maps/backup" #define FILE_DIR "maps/RandomZLevels" #define FILE_DIR "sound" #define FILE_DIR "sound/AI" diff --git a/code/game/objects/devices/flashlight.dm b/code/game/objects/devices/flashlight.dm index 33956b55d68..316663a5be7 100644 --- a/code/game/objects/devices/flashlight.dm +++ b/code/game/objects/devices/flashlight.dm @@ -174,7 +174,7 @@ if(on) user.ul_SetLuminosity(user.LuminosityRed + brightness_on, user.LuminosityGreen + (brightness_on - 1), user.LuminosityBlue) else - user.ul_SetLuminosity(user.LuminosityRed + brightness_on, user.LuminosityGreen + (brightness_on - 1), user.LuminosityBlue) + user.ul_SetLuminosity(user.LuminosityRed - brightness_on, user.LuminosityGreen - (brightness_on - 1), user.LuminosityBlue) /obj/item/clothing/head/helmet/space/rig/pickup(mob/user) if(on) diff --git a/code/game/objects/door_assembly.dm b/code/game/objects/door_assembly.dm index fb0adfec859..2b919028882 100644 --- a/code/game/objects/door_assembly.dm +++ b/code/game/objects/door_assembly.dm @@ -379,7 +379,7 @@ obj/structure/door_assembly src.mineral = "glass" src.name = "Near finished Window Airlock Assembly" src.airlock_type = /obj/machinery/door/airlock/glass - src.base_icon_state = "door_as_glass" //this will be applied to the icon_state with the correct state number at the proc's end. + src.base_icon_state = "door_as_g" //this will be applied to the icon_state with the correct state number at the proc's end. if(/obj/item/stack/sheet/gold) if(G.amount>=2) playsound(src.loc, 'Crowbar.ogg', 100, 1)