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