diff --git a/code/game/objects/effects/chem/chemsmoke.dm b/code/game/objects/effects/chem/chemsmoke.dm index 3fa93e7e46..3f077116e9 100644 --- a/code/game/objects/effects/chem/chemsmoke.dm +++ b/code/game/objects/effects/chem/chemsmoke.dm @@ -162,9 +162,9 @@ smoke.pixel_x = -32 + rand(-8, 8) smoke.pixel_y = -32 + rand(-8, 8) walk_to(smoke, T) - smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then + smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner - smoke.opacity = 0 // lighting and view range updates + smoke.set_opacity(0) // lighting and view range updates fadeOut(smoke) qdel(src) diff --git a/code/game/objects/structures/curtains.dm b/code/game/objects/structures/curtains.dm index bd241bb63a..a2fdfd898d 100644 --- a/code/game/objects/structures/curtains.dm +++ b/code/game/objects/structures/curtains.dm @@ -27,7 +27,7 @@ ..() /obj/structure/curtain/proc/toggle() - opacity = !opacity + set_opacity(!opacity) if(opacity) icon_state = "closed" layer = SHOWER_CLOSED_LAYER diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm index 10fa149e8b..58742c3b60 100644 --- a/code/game/objects/structures/simple_doors.dm +++ b/code/game/objects/structures/simple_doors.dm @@ -32,9 +32,9 @@ name = "[material.display_name] door" color = material.icon_colour if(material.opacity < 0.5) - opacity = 0 + set_opacity(0) else - opacity = 1 + set_opacity(1) if(material.products_need_process()) processing_objects |= src update_nearby_tiles(need_rebuild=1) @@ -99,7 +99,7 @@ flick("[material.door_icon_base]opening",src) sleep(10) density = 0 - opacity = 0 + set_opacity(0) state = 1 update_icon() isSwitchingStates = 0 @@ -111,7 +111,7 @@ flick("[material.door_icon_base]closing",src) sleep(10) density = 1 - opacity = 1 + set_opacity(1) state = 0 update_icon() isSwitchingStates = 0 diff --git a/code/game/turfs/simulated/wall_attacks.dm b/code/game/turfs/simulated/wall_attacks.dm index 71c17b5895..47620d030a 100644 --- a/code/game/turfs/simulated/wall_attacks.dm +++ b/code/game/turfs/simulated/wall_attacks.dm @@ -11,7 +11,7 @@ update_icon() set_light(0) src.blocks_air = 0 - src.opacity = 0 + set_opacity(0) for(var/turf/simulated/turf in loc) air_master.mark_for_update(turf) else @@ -21,7 +21,7 @@ update_icon() set_light(1) src.blocks_air = 1 - src.opacity = 1 + set_opacity(1) for(var/turf/simulated/turf in loc) air_master.mark_for_update(turf) diff --git a/code/modules/hydroponics/spreading/spreading.dm b/code/modules/hydroponics/spreading/spreading.dm index 48d2c542dd..1cff4314af 100644 --- a/code/modules/hydroponics/spreading/spreading.dm +++ b/code/modules/hydroponics/spreading/spreading.dm @@ -192,7 +192,7 @@ if(growth>2 && growth == max_growth) layer = 5 - opacity = 1 + set_opacity(1) if(!isnull(seed.chems["woodpulp"])) density = 1 else diff --git a/code/modules/random_map/drop/droppod_doors.dm b/code/modules/random_map/drop/droppod_doors.dm index eb5b7c3e17..7009a5885b 100644 --- a/code/modules/random_map/drop/droppod_doors.dm +++ b/code/modules/random_map/drop/droppod_doors.dm @@ -70,11 +70,11 @@ // Create a decorative ramp bottom and flatten out our current ramp. density = 0 - opacity = 0 + set_opacity(0) icon_state = "ramptop" var/obj/structure/droppod_door/door_bottom = new(T) door_bottom.deployed = 1 door_bottom.density = 0 - door_bottom.opacity = 0 + door_bottom.set_opacity(0) door_bottom.dir = src.dir door_bottom.icon_state = "rampbottom" \ No newline at end of file diff --git a/code/modules/shieldgen/emergency_shield.dm b/code/modules/shieldgen/emergency_shield.dm index 3690a1f2ba..f7bc1d1c80 100644 --- a/code/modules/shieldgen/emergency_shield.dm +++ b/code/modules/shieldgen/emergency_shield.dm @@ -54,8 +54,8 @@ playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1) check_failure() - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) ..() @@ -63,8 +63,8 @@ health -= Proj.get_structure_damage() ..() check_failure() - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) /obj/machinery/shield/ex_act(severity) switch(severity) @@ -113,8 +113,8 @@ check_failure() //The shield becomes dense to absorb the blow.. purely asthetic. - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) ..() return