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 22:51:49 +03:00
committed by Erki
parent de748e0607
commit 2a2cc7d52e
57 changed files with 286 additions and 159 deletions
+2 -2
View File
@@ -3,14 +3,14 @@
desc = "What?"
gender = PLURAL
icon = 'icons/obj/stock_parts.dmi'
randpixel = 5
w_class = 2.0
var/rating = 1
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/weapon/stock_parts/Initialize()
. = ..()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
randpixel_xy()
//Rank 1
@@ -19,6 +19,7 @@
desc = "It looks extremely delicate."
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "sliver1" //0-4
randpixel = 8
w_class = 1
sharp = 1
//item_state = "electronic"
@@ -27,8 +28,7 @@
/obj/item/weapon/rocksliver/New()
icon_state = "sliver[rand(1,3)]"
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
randpixel_xy()
create_reagents(50)
reagents.add_reagent("ground_rock",50)