Fixes a pair more things

This commit is contained in:
Heroman
2022-09-07 17:12:37 +10:00
parent 61df484af1
commit 348f184abb
3 changed files with 3 additions and 4 deletions
+1 -1
View File
@@ -16,7 +16,7 @@
to_chat(usr, "<font color='red'> You cannot pray (muted).</font>")
return
var/image/cross = image('icons/obj/storage.dmi',"bible")
var/icon/cross = icon('icons/obj/storage.dmi',"bible")
msg = "<font color='blue'>\icon[cross][bicon(cross)] <b><font color=purple>PRAY: </font>[key_name(src, 1)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[src]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[src]'>SM</A>) ([admin_jump_link(src, src)]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;adminspawncookie=\ref[src]'>SC</a>) (<A HREF='?_src_=holder;adminsmite=\ref[src]'>SMITE</a>):</b> [msg]</font>"
for(var/client/C in GLOB.admins)
+2
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@@ -338,6 +338,7 @@ var/global/list/light_type_cache = list()
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
installed_light = new light_type(src)
if(start_with_cell && !no_emergency)
cell = new/obj/item/weapon/cell/emergency_light(src)
var/obj/item/weapon/light/L = get_light_type_instance(light_type) //This is fine, but old code.
@@ -851,6 +852,7 @@ var/global/list/light_type_cache = list()
s.start()
status = LIGHT_BROKEN //This occasionally runtimes when it occurs midround after build mode spawns a broken light. No idea why.
installed_light.status = status
installed_light.update_icon()
update()
/obj/machinery/light/proc/fix()
-3
View File
@@ -14,9 +14,6 @@
// create a new lighting fixture
/obj/machinery/light/New()
..()
installed_light = new light_type
installed_light.status = status //This is just in case RNG decides to break the light at round start!
installed_light.update_icon() //Give it the proper sprite!
//Vorestation addition, so large mobs stop looking stupid in front of lights.
if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall)
layer = ABOVE_MOB_LAYER