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Tweaks/fixes to flooding and zmimic.
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MistakeNot4892 committed Feb 3, 2024
1 parent 94ff179 commit b25151a
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Showing 3 changed files with 2 additions and 10 deletions.
8 changes: 1 addition & 7 deletions code/controllers/subsystems/zcopy.dm
Original file line number Diff line number Diff line change
Expand Up @@ -287,7 +287,7 @@ SUBSYSTEM_DEF(zcopy)
// Get the bottom-most turf, the one we want to mimic.
// Baseturf mimics act as false bottoms of the stack.
var/turf/Td = T
while (Td.below && !(Td.z_flags & ZM_MIMIC_BASETURF))
while (Td.below && !(Td.z_flags & (ZM_MIMIC_BASETURF|ZM_OVERRIDE)))
Td = Td.below

// Depth must be the depth of the *visible* turf, not self.
Expand Down Expand Up @@ -320,12 +320,6 @@ SUBSYSTEM_DEF(zcopy)
else if (T.mimic_underlay)
QDEL_NULL(T.mimic_underlay)

if(T.below?.flooded)
T.icon = 'icons/turf/exterior/water.dmi'
T.icon_state = "0"
T.color = COLOR_SILVER
continue

// Handle space parallax & starlight.
if (T.below.z_eventually_space)
T.z_eventually_space = TRUE
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2 changes: 1 addition & 1 deletion code/game/turfs/exterior/exterior_wall.dm
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ var/global/list/natural_walls = list()
var/static/list/exterior_wall_shine_cache = list()

/turf/exterior/wall/flooded
flooded = TRUE
flooded = /decl/material/liquid/water
color = COLOR_LIQUID_WATER

/turf/exterior/wall/examine(mob/user, distance, infix, suffix)
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2 changes: 0 additions & 2 deletions code/game/turfs/turf_fluids.dm
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,6 @@
REMOVE_ACTIVE_FLUID_SOURCE(src)
fluid_update() // We are now floodable, so wake up our neighbors.

/* Commented out pending zmimic updates going in.
update_flooding_zmimic(mapload)
if(!mapload)
if(above)
Expand All @@ -62,7 +61,6 @@
z_flags &= ~(ZM_OVERRIDE|ZM_NO_SHADOW)
if(!mapload && old_z_flags != z_flags || old_z_appearance != z_appearance)
update_above()
*/

/turf/is_flooded(var/lying_mob, var/absolute)
return (flooded || (!absolute && check_fluid_depth(lying_mob ? FLUID_OVER_MOB_HEAD : FLUID_DEEP)))
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