Ports table item autoalign from Bay (#6946)

Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
This commit is contained in:
fernerr
2019-09-08 21:51:49 +02:00
committed by Erki
parent de748e0607
commit 2a2cc7d52e
57 changed files with 286 additions and 159 deletions
+2 -2
View File
@@ -4,6 +4,7 @@
icon = 'icons/obj/coins.dmi'
name = "Coin"
icon_state = "coin"
randpixel = 8
desc = "A flat disc or piece of metal with an official stamp. An archaic type of currency."
flags = CONDUCT
force = 0.0
@@ -16,8 +17,7 @@
drop_sound = 'sound/items/drop/ring.ogg'
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
randpixel_xy()
/obj/item/weapon/coin/gold
name = "gold coin"
+1
View File
@@ -115,6 +115,7 @@
return unwield()
/obj/item/weapon/pickaxe/pickup(mob/user)
..()
unwield()
/obj/item/weapon/pickaxe/attack_self(mob/user as mob)
+2 -3
View File
@@ -2,6 +2,7 @@
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore1"
randpixel = 8
w_class = 2
throwforce = 10
var/datum/geosample/geologic_data
@@ -85,9 +86,7 @@
material = null
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
if(icon_state == "ore1")
if((randpixel_xy()) && icon_state == "ore1")
icon_state = "ore[pick(1,2,3)]"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)