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Emissive APCs #7000

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Aug 23, 2024
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1 change: 1 addition & 0 deletions code/game/objects/items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
layer = ITEM_LAYER
light_system = MOVABLE_LIGHT
blocks_emissive = EMISSIVE_BLOCK_GENERIC
/// this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/image/blood_overlay = null
var/randpixel = 6
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1 change: 1 addition & 0 deletions code/game/objects/structures/crates_lockers/closets.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
icon_state = "closed"
density = TRUE
layer = BELOW_OBJ_LAYER
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
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1 change: 1 addition & 0 deletions code/modules/mob/living/carbon/human/human_defines.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
/mob/living/carbon/human
light_system = MOVABLE_LIGHT
rotate_on_lying = TRUE
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
//Hair color and style
var/r_hair = 0
var/g_hair = 0
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1 change: 1 addition & 0 deletions code/modules/mob/mob_defines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
layer = MOB_LAYER
animate_movement = 2
rebounds = TRUE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/mob_flags = NO_FLAGS
var/datum/mind/mind

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26 changes: 16 additions & 10 deletions code/modules/power/apc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -461,17 +461,23 @@ GLOBAL_LIST_INIT(apc_wire_descriptions, list(
overlays = 0

if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD)
overlays += emissive_appearance(status_overlays_lock[locked + 1].icon, status_overlays_lock[locked + 1].icon_state)
overlays += mutable_appearance(status_overlays_lock[locked + 1].icon, status_overlays_lock[locked + 1].icon_state)
overlays += emissive_appearance(status_overlays_charging[charging + 1].icon, status_overlays_charging[charging + 1].icon_state)
overlays += mutable_appearance(status_overlays_charging[charging + 1].icon, status_overlays_charging[charging + 1].icon_state)
var/image/_lock = status_overlays_lock[locked + 1]
var/image/_charging = status_overlays_charging[charging + 1]
var/image/_equipment = status_overlays_equipment[equipment + 1]
var/image/_lighting = status_overlays_lighting[lighting + 1]
var/image/_environ = status_overlays_environ[environ + 1]
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overlays += emissive_appearance(_lock.icon, _lock.icon_state)
overlays += mutable_appearance(_lock.icon, _lock.icon_state)
overlays += emissive_appearance(_charging.icon, _charging.icon_state)
overlays += mutable_appearance(_charging.icon, _charging.icon_state)
if(operating)
overlays += emissive_appearance(status_overlays_equipment[equipment + 1].icon, status_overlays_equipment[equipment + 1].icon_state)
overlays += mutable_appearance(status_overlays_equipment[equipment + 1].icon, status_overlays_equipment[equipment + 1].icon_state)
overlays += emissive_appearance(status_overlays_lighting[lighting + 1].icon, status_overlays_lighting[lighting + 1].icon_state)
overlays += mutable_appearance(status_overlays_lighting[lighting + 1].icon, status_overlays_lighting[lighting + 1].icon_state)
overlays += emissive_appearance(status_overlays_environ[environ + 1].icon, status_overlays_environ[environ + 1].icon_state)
overlays += mutable_appearance(status_overlays_environ[environ + 1].icon, status_overlays_environ[environ + 1].icon_state)
overlays += emissive_appearance(_equipment.icon, _equipment.icon_state)
overlays += mutable_appearance(_equipment.icon, _equipment.icon_state)
overlays += emissive_appearance(_lighting.icon, _lighting.icon_state)
overlays += mutable_appearance(_lighting.icon, _lighting.icon_state)
overlays += emissive_appearance(_environ.icon, _environ.icon_state)
overlays += mutable_appearance(_environ.icon, _environ.icon_state)

switch(charging)
if(APC_NOT_CHARGING)
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1 change: 1 addition & 0 deletions code/modules/vehicles/vehicle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
anchored = TRUE
animate_movement = 1
can_buckle = TRUE
blocks_emissive = EMISSIVE_BLOCK_GENERIC

// The mobs that are in each position/seat of the vehicle
var/list/mob/seats = list(
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