[MIRROR] Adds defines for mouse_opacity (#2381)

* Adds defines for mouse_opacity

* Delete misc.dm.rej

* Update misc.dm
This commit is contained in:
CitadelStationBot
2017-08-21 22:29:37 -05:00
committed by kevinz000
parent 61e6f2815b
commit b5e7f7f7fe
60 changed files with 89 additions and 74 deletions
+1 -1
View File
@@ -238,7 +238,7 @@
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = 0
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
@@ -30,7 +30,7 @@
name = "dirt"
desc = "Someone should clean that up."
icon_state = "dirt"
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/flour
name = "flour"
@@ -8,7 +8,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/particle_effect/New()
@@ -27,7 +27,7 @@
icon_state = "explosion"
opacity = 1
anchored = TRUE
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_x = -32
pixel_y = -32
@@ -12,7 +12,7 @@
anchored = TRUE
density = FALSE
layer = WALL_OBJ_LAYER
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/amount = 3
animate_movement = 0
var/metal = 0
@@ -11,7 +11,7 @@
opacity = 0
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate_movement = 0
var/amount = 4
var/lifetime = 5
@@ -4,7 +4,7 @@
name = "water"
icon_state = "extinguish"
var/life = 15
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/particle_effect/water/New()
@@ -188,7 +188,7 @@
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
@@ -397,7 +397,7 @@
if(warp_color)
color = list(warp_color, warp_color, warp_color, list(0,0,0))
set_light(1.4, 1, warp_color)
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/matrix/skew = transform
skew = skew.Turn(180)
skew = skew.Interpolate(transform, 0.5)
@@ -3,7 +3,7 @@
icon_state = "nothing"
anchored = TRUE
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/duration = 10 //in deciseconds
var/randomdir = TRUE
var/timerid
@@ -77,7 +77,7 @@
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
density = TRUE
mouse_opacity = 2
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
@@ -196,7 +196,7 @@
if(display_contents_with_number)
for(var/datum/numbered_display/ND in display_contents)
ND.sample_object.mouse_opacity = 2
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
@@ -207,7 +207,7 @@
cy--
else
for(var/obj/O in contents)
O.mouse_opacity = 2 //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:16,[cy]:16"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
@@ -350,7 +350,7 @@
orient2hud(usr)
for(var/mob/M in can_see_contents())
show_to(M)
W.mouse_opacity = 2 //So you can click on the area around the item to equip it, instead of having to pixel hunt
W.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
update_icon()
return 1
@@ -319,7 +319,7 @@
desc = "A compacted ball of expansive resin, used to repair the atmosphere in a room, or seal off breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "frozen_smoke_capsule"
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pass_flags = PASSTABLE
/obj/effect/resin_container/proc/Smoke()
+1 -1
View File
@@ -209,7 +209,7 @@
icon_state = "mist"
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/machinery/shower/attack_hand(mob/M)