Code Consistency: luminosity --> light_range

This commit is contained in:
Firecage
2017-10-22 07:06:07 +02:00
committed by CitadelStationBot
parent 3e1c307e4e
commit 25b5bb3e44
8 changed files with 15 additions and 9 deletions

View File

@@ -78,7 +78,6 @@
powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :(
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment

View File

@@ -9,7 +9,7 @@
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
luminosity = 4
light_range = 4
layer = ABOVE_OBJ_LAYER
var/obj/machinery/field/generator/FG1 = null
var/obj/machinery/field/generator/FG2 = null

View File

@@ -8,7 +8,7 @@
anchored = TRUE
density = TRUE
layer = MASSIVE_OBJ_LAYER
luminosity = 6
light_range = 6
appearance_flags = 0
var/current_size = 1
var/allowed_size = 1
@@ -278,7 +278,7 @@
desc = "[initial(desc)] It glows fiercely with inner fire."
name = "supermatter-charged [initial(name)]"
consumedSupermatter = 1
luminosity = 10
set_light(10)
return