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fix(walls): removes lack of shading
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TobyThorne authored Apr 2, 2024
1 parent 4621f0f commit c00c820
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Showing 3 changed files with 11 additions and 9 deletions.
2 changes: 1 addition & 1 deletion baystation12.dme
Original file line number Diff line number Diff line change
Expand Up @@ -362,10 +362,10 @@
#include "code\datums\configuration\server_configuration.dm"
#include "code\datums\configuration\vote_section.dm"
#include "code\datums\elements\_element.dm"
#include "code\datums\elements\simple_rotation.dm"
#include "code\datums\elements\connect_loc.dm"
#include "code\datums\elements\last_words.dm"
#include "code\datums\elements\point_of_interest.dm"
#include "code\datums\elements\simple_rotation.dm"
#include "code\datums\events\apc_damage.dm"
#include "code\datums\events\biohazard_outbreak.dm"
#include "code\datums\events\brand_intelligence.dm"
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16 changes: 9 additions & 7 deletions code/game/turfs/simulated/wall_icon.dm
Original file line number Diff line number Diff line change
Expand Up @@ -45,18 +45,18 @@
var/image/I

if(!density)
I = OVERLAY(masks_icon, "[material.icon_base]fwall_open")
I.color = material.icon_colour
AddOverlays(I)
icon = masks_icon
icon_state = "[material.icon_base]fwall_open"
color = material.icon_colour
return

I = image(GLOB.bitmask_icon_sheets["wall_[material.icon_base]"], "[wall_connections]")
I.color = material.icon_colour
AddOverlays(I)
icon = GLOB.bitmask_icon_sheets["wall_[material.icon_base]"]
icon_state = "[wall_connections]"
color = material.icon_colour

if(reinf_material)
if(construction_stage != null && construction_stage < 6)
I = OVERLAY(masks_icon, "reinf_construct-[construction_stage]")
I = OVERLAY(masks_icon, "reinf_construct-[construction_stage]", appearance_flags = RESET_COLOR)
I.color = reinf_material.icon_colour
AddOverlays(I)
else
Expand All @@ -65,10 +65,12 @@
if("[reinf_material.icon_reinf]0" in mask_overlay_states[masks_icon])
I = image(GLOB.bitmask_icon_sheets["wall_[reinf_material.icon_reinf]"], "[wall_connections]")
I.color = reinf_material.icon_colour
I.appearance_flags = DEFAULT_APPEARANCE_FLAGS | RESET_COLOR
AddOverlays(I)
else
I = OVERLAY(masks_icon, reinf_material.icon_reinf)
I.color = reinf_material.icon_colour
I.appearance_flags = DEFAULT_APPEARANCE_FLAGS | RESET_COLOR
AddOverlays(I)

if(damage != 0)
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2 changes: 1 addition & 1 deletion code/game/turfs/simulated/walls.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
opacity = 1
density = 1
blocks_air = 1
plane = TURF_PLANE
plane = DEFAULT_PLANE // TURF_PLANE is for floors, but here we need structure-like rendering.
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
hitby_sound = 'sound/effects/metalhit2.ogg'
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