This commit is contained in:
@@ -66,7 +66,11 @@
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. = ..()
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switch(blocks_emissive)
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if(EMISSIVE_BLOCK_GENERIC)
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update_emissive_block()
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var/mutable_appearance/gen_emissive_blocker = mutable_appearance(icon, icon_state, plane = EMISSIVE_PLANE, alpha = src.alpha)
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gen_emissive_blocker.color = GLOB.em_block_color
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gen_emissive_blocker.dir = dir
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gen_emissive_blocker.appearance_flags |= appearance_flags
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add_overlay(list(gen_emissive_blocker))
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if(EMISSIVE_BLOCK_UNIQUE)
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render_target = ref(src)
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em_block = new(src, render_target)
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@@ -111,13 +115,21 @@
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/atom/movable/proc/update_emissive_block()
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if(blocks_emissive != EMISSIVE_BLOCK_GENERIC)
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return
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if(length(managed_vis_overlays))
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for(var/a in managed_vis_overlays)
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var/obj/effect/overlay/vis/vs
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if(vs.plane == EMISSIVE_BLOCKER_PLANE)
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SSvis_overlays.remove_vis_overlay(src, list(vs))
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break
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, EMISSIVE_BLOCKER_LAYER, EMISSIVE_BLOCKER_PLANE, dir)
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else if (blocks_emissive == EMISSIVE_BLOCK_GENERIC)
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var/mutable_appearance/gen_emissive_blocker = mutable_appearance(icon, icon_state, plane = EMISSIVE_PLANE, alpha = src.alpha)
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gen_emissive_blocker.color = GLOB.em_block_color
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gen_emissive_blocker.dir = dir
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gen_emissive_blocker.appearance_flags |= appearance_flags
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return gen_emissive_blocker
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else if(blocks_emissive == EMISSIVE_BLOCK_UNIQUE)
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if(!em_block)
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render_target = ref(src)
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em_block = new(src, render_target)
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return em_block
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/atom/movable/update_overlays()
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. = ..()
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. += update_emissive_block()
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/atom/movable/proc/can_zFall(turf/source, levels = 1, turf/target, direction)
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if(!direction)
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@@ -57,8 +57,8 @@
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var/overlay_state = icon_screen
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if(stat & BROKEN)
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overlay_state = "[icon_state]_broken"
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
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. += mutable_appearance(icon, overlay_state)
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. += emissive_appearance(icon, overlay_state)
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/obj/machinery/computer/power_change()
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..()
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@@ -123,7 +123,7 @@
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var/list/this_pad = list()
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this_pad["name"] = pad.display_name
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this_pad["id"] = i
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if(pad.machine_stat & NOPOWER)
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if(pad.stat & NOPOWER)
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this_pad["inactive"] = TRUE
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pad_list += list(this_pad)
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else
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@@ -135,7 +135,7 @@
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var/obj/machinery/mechpad/current_pad = mechpads[selected_id]
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data["pad_name"] = current_pad.display_name
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data["selected_pad"] = current_pad
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if(QDELETED(current_pad) || (current_pad.machine_stat & NOPOWER))
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if(QDELETED(current_pad) || (current_pad.stat & NOPOWER))
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data["pad_active"] = FALSE
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return data
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data["pad_active"] = TRUE
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@@ -78,24 +78,34 @@
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. += "fire_overlay"
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if(is_station_level(z))
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. += "fire_[GLOB.security_level]"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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. += "fire_[SSsecurity_level.current_level]"
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. += mutable_appearance(icon, "fire_[SSsecurity_level.current_level]")
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. += emissive_appearance(icon, "fire_[SSsecurity_level.current_level]")
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else
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. += "fire_[SEC_LEVEL_GREEN]"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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. += mutable_appearance(icon, "fire_[SEC_LEVEL_GREEN]")
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. += emissive_appearance(icon, "fire_[SEC_LEVEL_GREEN]")
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var/area/A = src.loc
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A = A.loc
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if(!detecting || !A.fire)
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. += "fire_off"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_off", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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. += mutable_appearance(icon, "fire_off")
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. += emissive_appearance(icon, "fire_off")
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else if(obj_flags & EMAGGED)
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. += "fire_emagged"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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. += mutable_appearance(icon, "fire_emagged")
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. += emissive_appearance(icon, "fire_emagged")
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else
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. += "fire_on"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_on", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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. += mutable_appearance(icon, "fire_on")
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. += emissive_appearance(icon, "fire_on")
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if(!panel_open && detecting && triggered) //It just looks horrible with the panel open
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. += "fire_detected"
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. += mutable_appearance(icon, "fire_detected")
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. += emissive_appearance(icon, "fire_detected") //Pain
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/obj/machinery/firealarm/emp_act(severity)
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. = ..()
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@@ -26,12 +26,15 @@
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/obj/machinery/light_switch/update_icon_state()
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if(stat & NOPOWER)
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icon_state = "light-p"
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else
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if(on)
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icon_state = "light1"
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else
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icon_state = "light0"
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icon_state = "[base_icon_state]-p"
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return ..()
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icon_state = "[base_icon_state][area.lightswitch ? 1 : 0]"
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return ..()
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/obj/machinery/light_switch/update_overlays()
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. = ..()
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if(!(stat & NOPOWER))
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. += emissive_appearance(icon, "[base_icon_state]-glow", alpha = src.alpha)
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/obj/machinery/light_switch/examine(mob/user)
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. = ..()
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@@ -187,16 +187,29 @@
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if(B.cell)
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B.cell.charge = 0
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/obj/machinery/recharger/update_appearance(updates)
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. = ..()
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if((stat & (NOPOWER|BROKEN)) || panel_open || !anchored)
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luminosity = 0
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return
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luminosity = 1
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/obj/machinery/recharger/update_icon_state()
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/obj/machinery/recharger/update_overlays()
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. = ..()
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if(stat & (NOPOWER|BROKEN) || !anchored)
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icon_state = "rechargeroff"
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else if(panel_open)
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icon_state = "rechargeropen"
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else if(charging)
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if(using_power)
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icon_state = "recharger1"
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else
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icon_state = "recharger2"
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else
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icon_state = "recharger0"
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return
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if(panel_open)
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. += mutable_appearance(icon, "[base_icon_state]-open", alpha = src.alpha)
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return
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if(!charging)
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. += mutable_appearance(icon, "[base_icon_state]-empty", alpha = src.alpha)
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. += emissive_appearance(icon, "[base_icon_state]-empty", alpha = src.alpha)
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return
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if(using_power)
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. += mutable_appearance(icon, "[base_icon_state]-charging", alpha = src.alpha)
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. += emissive_appearance(icon, "[base_icon_state]-charging", alpha = src.alpha)
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return
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. += mutable_appearance(icon, "[base_icon_state]-full", alpha = src.alpha)
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. += emissive_appearance(icon, "[base_icon_state]-full", alpha = src.alpha)
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@@ -86,7 +86,7 @@
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. += "off"
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. += "sparking"
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//Overlay is similar enough for both that we can use the same mask for both
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SSvis_overlays.add_vis_overlay(src, icon, "locked", EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha)
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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