New attempt at fixing shit. Also some sprite stuff.
-Messed around with another air proc I saw runtiming on server. -Attempted to fix overlays even further. Test run successful but you never know with random chances that hopefully are now as low as the test run let me see. -Meddled around with transit space. 2 directions were missing a corrective step against negative rng output. -Added otie snouts. -Improved contrast in the corvid markings. -Added tail wag sprites for husky and otie.
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@@ -203,8 +203,9 @@ var/datum/subsystem/air/SSair
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while (high_pressure_delta.len)
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var/turf/open/T = high_pressure_delta[high_pressure_delta.len]
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high_pressure_delta.len--
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T.high_pressure_movements()
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T.pressure_difference = 0
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if (isturf(T))
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T.high_pressure_movements()
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T.pressure_difference = 0
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if(MC_TICK_CHECK)
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return
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@@ -218,9 +219,8 @@ var/datum/subsystem/air/SSair
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while(currentrun.len)
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var/turf/open/T = currentrun[currentrun.len]
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currentrun.len--
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if (isturf(T))
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if (T && isturf(T))
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T.process_cell(fire_count)
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if (MC_TICK_CHECK)
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return
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@@ -99,8 +99,8 @@ var/datum/subsystem/processing/overlays/SSoverlays
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overlays[i] = iconstate2appearance(overlays[i])
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else
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var/image/I = overlays[i]
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appearance_bro.appearance = I
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if(ishuman(src) || istype(src,/obj/item))
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appearance_bro.appearance = overlays[i]
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if(ismob(src) || istype(src,/obj/item))
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overlays[i] = appearance_bro.appearance
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else
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appearance_bro.dir = I.dir
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@@ -132,8 +132,8 @@ var/datum/subsystem/processing/overlays/SSoverlays
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overlays[i] = iconstate2appearance(overlays[i])
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else
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var/image/I = overlays[i]
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appearance_bro.appearance = I
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if(ishuman(src) || istype(src,/obj/item))
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appearance_bro.appearance = overlays[i]
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if(ismob(src) || istype(src,/obj/item))
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overlays[i] = appearance_bro.appearance
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else
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appearance_bro.dir = I.dir
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