diff --git a/code/controllers/subsystem/processing/overlays.dm b/code/controllers/subsystem/processing/overlays.dm index 16586a09e029..5cb64909826d 100644 --- a/code/controllers/subsystem/processing/overlays.dm +++ b/code/controllers/subsystem/processing/overlays.dm @@ -96,7 +96,8 @@ var/datum/controller/subsystem/processing/overlays/SSoverlays new_overlays[i] = icon2appearance(cached_overlay) else //image probable appearance_bro.appearance = cached_overlay - appearance_bro.dir = cached_overlay.dir + if(!ispath(cached_overlay)) + appearance_bro.dir = cached_overlay.dir new_overlays[i] = appearance_bro.appearance return new_overlays diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index 56ed685c95f3..c2652709a129 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -123,6 +123,9 @@ var/list/teleportlocs = list() blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor. + if(!IS_DYNAMIC_LIGHTING(src)) + add_overlay(/obj/effect/fullbright) + /area/Destroy() STOP_PROCESSING(SSobj, src) return ..() diff --git a/code/modules/lighting/lighting_area.dm b/code/modules/lighting/lighting_area.dm index a8e9dff2c9f8..cc1335c90367 100644 --- a/code/modules/lighting/lighting_area.dm +++ b/code/modules/lighting/lighting_area.dm @@ -9,6 +9,7 @@ dynamic_lighting = new_dynamic_lighting if (IS_DYNAMIC_LIGHTING(src)) + cut_overlay(/obj/effect/fullbright) for (var/turf/T in area_contents(src)) if (IS_DYNAMIC_LIGHTING(T)) T.lighting_build_overlay()