Removing priority overlays, update_icon() splitup for guns.
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@@ -186,7 +186,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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if(!acid_level)
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SSacid.processing[src] = src
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add_overlay(GLOB.acid_overlay, TRUE)
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update_icon()
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var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids.
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if(acid_level < acid_cap)
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acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
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@@ -224,7 +224,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE))
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resistance_flags |= ON_FIRE
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SSfire_burning.processing[src] = src
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add_overlay(GLOB.fire_overlay, TRUE)
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update_icon()
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return 1
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//called when the obj is destroyed by fire
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@@ -236,7 +236,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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/obj/proc/extinguish()
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if(resistance_flags & ON_FIRE)
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resistance_flags &= ~ON_FIRE
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cut_overlay(GLOB.fire_overlay, TRUE)
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update_icon()
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SSfire_burning.processing -= src
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/obj/zap_act(power, zap_flags, shocked_targets)
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