RnD & Cat fixes (#1913)

changes:

bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes #1158 
Fixes #1662
This commit is contained in:
Lohikar
2017-03-12 12:18:58 +02:00
committed by skull132
parent 7cc68feeb4
commit 263bb7ab8d
21 changed files with 64 additions and 26 deletions
+4 -6
View File
@@ -355,19 +355,17 @@ var/list/holder_mob_icon_cache = list()
desc_dead = "It used to be a little plant critter."
icon_state = "nymph"
icon_state_dead = "nymph_dead"
origin_tech = "magnets=3;biotech=5"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
w_class = 2
/obj/item/weapon/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
item_state = "drone"
origin_tech = "magnets=3;engineering=5"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
slot_flags = SLOT_HEAD
w_class = 4
contained_sprite = 1
@@ -410,7 +408,7 @@ var/list/holder_mob_icon_cache = list()
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "brainslug"
origin_tech = "biotech=6"
origin_tech = list(TECH_BIO = 6)
w_class = 1
/obj/item/weapon/holder/monkey
@@ -457,7 +455,7 @@ var/list/holder_mob_icon_cache = list()
icon_state_dead = "mouse_brown_dead"
slot_flags = SLOT_EARS
contained_sprite = 1
origin_tech = "biotech=2"
origin_tech = list(TECH_BIO = 2)
w_class = 1
/obj/item/weapon/holder/mouse/white
@@ -779,8 +779,9 @@ var/global/list/damage_icon_parts = list()
if(istype(head,/obj/item/clothing/head))
var/obj/item/clothing/head/hat = head
if(hat.on && light_overlay_cache["[hat.light_overlay]"])
standing.overlays |= light_overlay_cache["[hat.light_overlay]"]
var/cache_key = "[hat.light_overlay]_[species.get_bodytype()]"
if(hat.on && light_overlay_cache["[cache_key]"])
standing.overlays |= light_overlay_cache["[cache_key]"]
standing.color = head.color
overlays_standing[HEAD_LAYER] = standing
@@ -90,7 +90,10 @@
user << "Your [src] already has something inside. Analyze or eject it first."
return
var/obj/item/I = target
I.loc = src
if (I.anchored)
user << span("notice", "\The [I] is anchored in place.")
return
I.forceMove(src)
loaded_item = I
for(var/mob/M in viewers())
M.show_message(text("<span class='notice'>[user] adds the [I] to the [src].</span>"), 1)