From c860b48c22dd5316f8ea2b245b6ef5461a4d239c Mon Sep 17 00:00:00 2001 From: S34NW <12197162+S34NW@users.noreply.github.com> Date: Sat, 2 Oct 2021 00:49:15 +0100 Subject: [PATCH] correct overlay adding format --- .../objects/structures/crates_lockers/closets.dm | 8 ++++---- .../crates_lockers/closets/secure/secure_closets.dm | 12 ++++++------ 2 files changed, 10 insertions(+), 10 deletions(-) diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index 4535ad44a2a..ce4822e2049 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -314,15 +314,15 @@ update_overlays() /obj/structure/closet/proc/update_overlays(transparent = FALSE) - overlays.Cut() + cut_overlays() if(transparent && opened) - overlays += "[open_door_sprite]_trans" + add_overlay("[open_door_sprite]_trans") return if(opened) - overlays += open_door_sprite + add_overlay(open_door_sprite) return if(welded) - overlays += "welded" + add_overlay("welded") // Objects that try to exit a locker by stepping were doing so successfully, // and due to an oversight in turf/Enter() were going through walls. That diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm index 61e669e97fe..84ddfed58bc 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm @@ -73,7 +73,7 @@ if(!broken) broken = TRUE locked = FALSE - overlays += "sparking" + add_overlay("sparking") to_chat(user, "You break the lock on [src].") addtimer(CALLBACK(src, .proc/update_icon), 1 SECONDS) @@ -107,18 +107,18 @@ update_overlays() /obj/structure/closet/secure_closet/update_overlays() //Putting the welded stuff in update_overlays() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot) - overlays.Cut() + cut_overlays() if(opened) - overlays += open_door_sprite + add_overlay(open_door_sprite) return if(welded) - overlays += "welded" + add_overlay("welded") if(broken) return if(locked) - overlays += "locked" + add_overlay("locked") else - overlays += "unlocked" + add_overlay("unlocked") /obj/structure/closet/secure_closet/container_resist(mob/living/L) var/breakout_time = 2 //2 minutes by default