Fixes a few things, most notably the human layering number.

This commit is contained in:
Neerti
2017-02-22 00:36:47 -05:00
parent d398367e4c
commit 6377efd763
2 changed files with 4 additions and 11 deletions
+1 -7
View File
@@ -59,19 +59,13 @@
/turf/simulated/floor/water/deep
name = "deep water"
desc = "A body of water. It seems quite deep."
// icon_state = "seadeep" // So it shows up in the map editor as water.
icon_state = "seadeep" // So it shows up in the map editor as water.
under_state = "abyss"
edge_blending_priority = -2
movement_cost = 8
movement_message = "You swim forwards."
depth = 2
/*
/turf/simulated/floor/water/deep/update_icon()
..() // To get the edges. This also gets rid of other overlays so it needs to go first.
icon_state = "abyss"
*/
/turf/simulated/floor/water/pool
name = "pool"
desc = "Don't worry, it's not closed."
@@ -133,8 +133,8 @@ Please contact me on #coderbus IRC. ~Carn x
#define R_HAND_LAYER 25
#define FIRE_LAYER 26 //If you're on fire
#define WATER_LAYER 27 //If you're submerged in water.
#define TARGETED_LAYER 27 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 28
#define TARGETED_LAYER 28 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 29
//////////////////////////////////
/mob/living/carbon/human
@@ -1124,8 +1124,7 @@ var/global/list/damage_icon_parts = list()
if(depth)
if(!lying)
overlays_standing[WATER_LAYER] = image("icon" = 'icons/mob/submerged.dmi', "icon_state" = "human_swimming_[depth]")
else
// overlays_standing[WATER_LAYER] = image("icon" = 'icons/mob/submerged.dmi', "icon_state" = "mob_submerged")
// Lying sideways with the overlay looked strange. Another overlay will be needed in the future.
if(update_icons)
update_icons()