[MIRROR] Adds defines for mouse_opacity (#2381)
* Adds defines for mouse_opacity * Delete misc.dm.rej * Update misc.dm
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kevinz000
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61e6f2815b
commit
b5e7f7f7fe
@@ -77,7 +77,7 @@
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layer = ABOVE_ALL_MOB_LAYER
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anchored = TRUE
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density = TRUE
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mouse_opacity = 2
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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resistance_flags = INDESTRUCTIBLE
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CanAtmosPass = ATMOS_PASS_DENSITY
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armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
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@@ -196,7 +196,7 @@
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if(display_contents_with_number)
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for(var/datum/numbered_display/ND in display_contents)
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ND.sample_object.mouse_opacity = 2
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ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
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ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
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ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
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ND.sample_object.layer = ABOVE_HUD_LAYER
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@@ -207,7 +207,7 @@
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cy--
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else
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for(var/obj/O in contents)
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O.mouse_opacity = 2 //This is here so storage items that spawn with contents correctly have the "click around item to equip"
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O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
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O.screen_loc = "[cx]:16,[cy]:16"
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O.maptext = ""
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O.layer = ABOVE_HUD_LAYER
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@@ -350,7 +350,7 @@
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orient2hud(usr)
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for(var/mob/M in can_see_contents())
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show_to(M)
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W.mouse_opacity = 2 //So you can click on the area around the item to equip it, instead of having to pixel hunt
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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
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update_icon()
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return 1
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@@ -319,7 +319,7 @@
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desc = "A compacted ball of expansive resin, used to repair the atmosphere in a room, or seal off breaches."
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icon = 'icons/effects/effects.dmi'
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icon_state = "frozen_smoke_capsule"
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mouse_opacity = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pass_flags = PASSTABLE
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/obj/effect/resin_container/proc/Smoke()
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