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Angry Eye Fix (#10916)
Vampire blood eyes now properly disappear when they lose frenzy.
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@@ -205,7 +205,7 @@
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/mob/living/carbon/human/vampire_start_frenzy()
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. = ..()
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if(.)
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update_body()
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update_body(force_base_icon = TRUE)
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/mob/proc/vampire_stop_frenzy(var/force_stop = 0)
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var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
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@@ -232,7 +232,7 @@
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/mob/living/carbon/human/vampire_stop_frenzy()
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. = ..()
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if(.)
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update_body()
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update_body(force_base_icon = TRUE)
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// Removes all vampire powers.
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/mob/proc/remove_vampire_powers()
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@@ -255,7 +255,7 @@ There are several things that need to be remembered:
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. += M
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//BASE MOB SPRITE
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/mob/living/carbon/human/proc/update_body(var/update_icons=1)
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/mob/living/carbon/human/proc/update_body(var/update_icons=1, var/force_base_icon = FALSE)
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if (QDELING(src))
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return
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@@ -263,7 +263,6 @@ There are several things that need to be remembered:
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var/husk = (HUSK in mutations)
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var/fat = (FAT in mutations)
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var/hulk = (HULK in mutations)
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var/skeleton = (SKELETON in mutations)
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var/g = (gender == FEMALE ? "f" : "m")
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@@ -278,12 +277,12 @@ There are several things that need to be remembered:
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qdel(stand_icon)
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stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
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var/is_frenzied = FALSE
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var/is_frenzied = "nofrenzy"
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if(mind)
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var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
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if(vampire && (vampire.status & VAMP_FRENZIED))
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is_frenzied = TRUE
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var/icon_key = "[species.race_key][g][s_tone][r_skin][g_skin][b_skin][lip_style || "nolips"][!!husk][!!fat][!!hulk][!!skeleton][is_frenzied]"
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is_frenzied = "frenzy"
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var/icon_key = "[species.race_key][g][s_tone][r_skin][g_skin][b_skin][lip_style || "nolips"][!!husk][!!fat][!!skeleton][is_frenzied]"
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var/obj/item/organ/internal/eyes/eyes = get_eyes()
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if(eyes)
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icon_key += "[rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3])]"
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@@ -298,7 +297,7 @@ There are several things that need to be remembered:
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icon_key += SSicon_cache.get_organ_shortcode(part)
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var/icon/base_icon = SSicon_cache.human_icon_cache[icon_key]
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if (!base_icon) // Icon ain't in the cache, so generate it.
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if (!base_icon || force_base_icon) // Icon ain't in the cache, so generate it.
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//BEGIN CACHED ICON GENERATION.
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var/obj/item/organ/external/chest = get_organ(BP_CHEST)
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base_icon = chest.get_icon(skeleton)
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@@ -326,6 +325,7 @@ There are several things that need to be remembered:
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else
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base_icon.Blend(temp, ICON_OVERLAY)
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part.cut_additional_images(src)
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var/list/add_images = part.get_additional_images(src)
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if(add_images)
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add_overlay(add_images, TRUE)
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@@ -82,6 +82,7 @@
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var/list/genetic_markings // Markings (body_markings) to apply to the icon
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var/list/temporary_markings // Same as above, but not preserved when cloning
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var/list/cached_markings // The two above lists cached for perf. reasons.
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var/list/additional_images
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var/atom/movable/applied_pressure //Pressure applied to wounds. It'll make them bleed less, generally.
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@@ -112,6 +112,7 @@
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if(vampire && (vampire.status & VAMP_FRENZIED))
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var/image/return_image = image(H.species.eyes_icons, H, "[H.species.eyes]_frenzy", EFFECTS_ABOVE_LIGHTING_LAYER)
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return_image.appearance_flags = KEEP_APART
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LAZYADD(additional_images, return_image)
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return list(return_image)
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/obj/item/organ/external/proc/apply_markings(restrict_to_robotic = FALSE)
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@@ -223,6 +224,11 @@
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/obj/item/organ/external/proc/get_additional_images(var/mob/living/carbon/human/H)
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return
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/obj/item/organ/external/proc/cut_additional_images(var/mob/living/carbon/human/H)
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if(LAZYLEN(additional_images))
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H.cut_overlay(additional_images, TRUE)
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LAZYCLEARLIST(additional_images)
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// new damage icon system
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// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
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/obj/item/organ/external/update_icon()
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6
html/changelogs/geeves-angry_eye_fix.yml
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6
html/changelogs/geeves-angry_eye_fix.yml
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@@ -0,0 +1,6 @@
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author: Geeves
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delete-after: True
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changes:
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- bugfix: "Vampire blood eyes now properly disappear when they lose frenzy."
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