@@ -129,25 +129,25 @@ DEFINE_INTERACTABLE(/obj/machinery/firealarm)
129129 . += mutable_appearance(icon, " fire_overlay" )
130130 if (is_station_level(z))
131131 . += mutable_appearance(icon, " fire_[ SSsecurity_level. current_level] " )
132- . += emissive_appearance(icon, " fire_[ SSsecurity_level. current_level] " , alpha = src . alpha )
132+ . += emissive_appearance(icon, " fire_[ SSsecurity_level. current_level] " , alpha = 90 )
133133 else
134134 . += mutable_appearance(icon, " fire_[ SEC_LEVEL_GREEN ] " )
135- . += emissive_appearance(icon, " fire_[ SEC_LEVEL_GREEN ] " , alpha = src . alpha )
135+ . += emissive_appearance(icon, " fire_[ SEC_LEVEL_GREEN ] " , alpha = 90 )
136136
137137 if (! alert_type)
138138 if (my_area?. fire_detect) // If this is false, leave the green light missing. A good hint to anyone paying attention.
139139 . += mutable_appearance(icon, " fire_off" )
140- . += emissive_appearance(icon, " fire_off" , alpha = src . alpha )
140+ . += emissive_appearance(icon, " fire_off" , alpha = 90 )
141141 else if (obj_flags & EMAGGED )
142142 . += mutable_appearance(icon, " fire_emagged" )
143- . += emissive_appearance(icon, " fire_emagged" , alpha = src . alpha )
143+ . += emissive_appearance(icon, " fire_emagged" , alpha = 90 )
144144 else
145145 . += mutable_appearance(icon, " fire_on" )
146- . += emissive_appearance(icon, " fire_on" , alpha = src . alpha )
146+ . += emissive_appearance(icon, " fire_on" , alpha = 90 )
147147
148148 if (! panel_open && alert_type) // It just looks horrible with the panel open
149149 . += mutable_appearance(icon, " fire_detected" )
150- . += emissive_appearance(icon, " fire_detected" , alpha = src . alpha ) // Pain
150+ . += emissive_appearance(icon, " fire_detected" , alpha = 90 ) // Pain
151151
152152/ obj / machinery/ firealarm/ emp_act(severity)
153153 . = .. ()
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