mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-20 20:37:34 +01:00
Fixes voidsuit and species sprites missing (#9946)
This commit is contained in:
@@ -17,10 +17,10 @@
|
||||
light_color = "#ffffff"
|
||||
|
||||
/obj/item/clothing/suit/space/void/merc
|
||||
icon_state = "rig-syndie"
|
||||
name = "blood-red voidsuit"
|
||||
desc = "An advanced suit that protects against injuries during special operations. Property of Gorlex Marauders."
|
||||
item_state = "syndie_voidsuit"
|
||||
icon_state = "rig-syndie"
|
||||
item_state = "rig-syndie"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "syndie_hardsuit",
|
||||
slot_r_hand_str = "syndie_hardsuit"
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
name = "engineering voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_voidsuit"
|
||||
item_state = "rig-engineering"
|
||||
slowdown = 1
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "eng_hardsuit",
|
||||
@@ -39,14 +39,14 @@
|
||||
brightness_on = 6
|
||||
|
||||
/obj/item/clothing/suit/space/void/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining voidsuit"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "mining_hardsuit",
|
||||
slot_r_hand_str = "mining_hardsuit"
|
||||
)
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
|
||||
item_state = "mining_voidsuit"
|
||||
item_state = "rig-mining"
|
||||
icon_state = "rig-mining"
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/pickaxe, /obj/item/gun/custom_ka, /obj/item/gun/energy/vaurca/thermaldrill)
|
||||
|
||||
@@ -64,10 +64,10 @@
|
||||
brightness_on = 6
|
||||
|
||||
/obj/item/clothing/suit/space/void/medical
|
||||
icon_state = "rig-medical"
|
||||
name = "medical voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
|
||||
item_state = "medical_voidsuit"
|
||||
icon_state = "rig-medical"
|
||||
item_state = "rig-medical"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "medical_hardsuit",
|
||||
slot_r_hand_str = "medical_hardsuit"
|
||||
@@ -89,10 +89,10 @@
|
||||
brightness_on = 6
|
||||
|
||||
/obj/item/clothing/suit/space/void/security
|
||||
icon_state = "rig-sec"
|
||||
name = "security voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_voidsuit"
|
||||
icon_state = "rig-sec"
|
||||
item_state = "rig-sec"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "sec_hardsuit",
|
||||
slot_r_hand_str = "sec_hardsuit"
|
||||
@@ -115,10 +115,10 @@
|
||||
brightness_on = 6
|
||||
|
||||
/obj/item/clothing/suit/space/void/atmos
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
icon_state = "rig-atmos"
|
||||
name = "atmos voidsuit"
|
||||
item_state = "atmos_voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
item_state = "rig-atmos"
|
||||
icon_state = "rig-atmos"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "atmos_hardsuit",
|
||||
slot_r_hand_str = "atmos_hardsuit"
|
||||
@@ -140,10 +140,10 @@
|
||||
light_overlay = "helmet_light_dual"
|
||||
|
||||
/obj/item/clothing/suit/space/void/hos
|
||||
icon_state = "rig-hos"
|
||||
name = "heavy security voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor, and gold trim."
|
||||
item_state = "sec_voidsuit"
|
||||
item_state = "rig-hos"
|
||||
icon_state = "rig-hos"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "sec_hardsuit",
|
||||
slot_r_hand_str = "sec_hardsuit"
|
||||
@@ -160,9 +160,9 @@
|
||||
armor = list(melee = 20, bullet = 5, laser = 30, energy = 45, bomb = 25, bio = 100, rad = 75)
|
||||
|
||||
/obj/item/clothing/suit/space/void/sci
|
||||
icon_state = "rig-sci"
|
||||
name = "research voidsuit"
|
||||
desc = "A special suit that designed for usage by NanoTrasen research personnel in hazardous, low pressure environments."
|
||||
item_state = "research_voidsuit"
|
||||
item_state = "rig-sci"
|
||||
icon_state = "rig-sci"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit)
|
||||
armor = list(melee = 20, bullet = 5, laser = 30, energy = 45, bomb = 25, bio = 100, rad = 75)
|
||||
@@ -908,41 +908,26 @@ There are several things that need to be remembered:
|
||||
if (QDELING(src))
|
||||
return
|
||||
|
||||
overlays_raw[SUIT_LAYER] = null
|
||||
if(wear_suit)
|
||||
if (istype(wear_suit, /obj/item))
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
//determine icon state to use
|
||||
var/t_state = wear_suit.item_state || wear_suit.icon_state
|
||||
var/image/standing
|
||||
|
||||
var/image/result_layer
|
||||
if(wear_suit.contained_sprite)
|
||||
wear_suit.auto_adapt_species(src)
|
||||
t_state = "[UNDERSCORE_OR_NULL(wear_suit.icon_species_tag)][wear_suit.item_state][WORN_SUIT]"
|
||||
var/state = "[UNDERSCORE_OR_NULL(wear_suit.icon_species_tag)][wear_suit.item_state][WORN_SUIT]"
|
||||
|
||||
result_layer = image(wear_suit.icon_override || wear_suit.icon, t_state)
|
||||
standing = image(wear_suit.icon_override || wear_suit.icon, state)
|
||||
|
||||
else if(wear_suit.icon_override)
|
||||
standing = image(wear_suit.icon_override, wear_suit.icon_state)
|
||||
else if(wear_suit.sprite_sheets && wear_suit.sprite_sheets[GET_BODY_TYPE])
|
||||
standing = image(wear_suit.sprite_sheets[GET_BODY_TYPE], wear_suit.icon_state)
|
||||
else
|
||||
if(wear_suit.item_state_slots && wear_suit.item_state_slots[slot_wear_suit_str])
|
||||
t_state = wear_suit.item_state_slots[slot_wear_suit_str]
|
||||
standing = image('icons/mob/suit.dmi', wear_suit.icon_state)
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(wear_suit.item_icons && (slot_wear_suit_str in wear_suit.item_icons))
|
||||
t_icon = wear_suit.item_icons[slot_wear_suit_str]
|
||||
else if(wear_suit.icon_override)
|
||||
t_state += WORN_SUIT
|
||||
t_icon = wear_suit.icon_override
|
||||
else
|
||||
t_icon = INV_SUIT_DEF_ICON
|
||||
|
||||
result_layer = image(t_icon, t_state)
|
||||
|
||||
if(wear_suit.color)
|
||||
result_layer.color = wear_suit.color
|
||||
|
||||
var/image/worn_overlays = wear_suit.worn_overlays(t_icon)
|
||||
if(worn_overlays)
|
||||
result_layer.overlays.Add(worn_overlays)
|
||||
if (wear_suit.color)
|
||||
standing.color = wear_suit.color
|
||||
|
||||
var/list/ovr
|
||||
|
||||
@@ -950,19 +935,23 @@ There are several things that need to be remembered:
|
||||
var/obj/item/clothing/suit/S = wear_suit
|
||||
var/image/bloodsies = image(species.blood_mask, "[S.blood_overlay_type]blood")
|
||||
bloodsies.color = wear_suit.blood_color
|
||||
ovr = list(result_layer, bloodsies)
|
||||
ovr = list(standing, bloodsies)
|
||||
|
||||
// Accessories - copied from uniform, BOILERPLATE because fuck this system.
|
||||
var/obj/item/clothing/suit/suit = wear_suit
|
||||
if(istype(suit) && LAZYLEN(suit.accessories))
|
||||
if (!ovr)
|
||||
ovr = list(result_layer)
|
||||
ovr = list(standing)
|
||||
|
||||
for(var/obj/item/clothing/accessory/A in suit.accessories)
|
||||
ovr += A.get_mob_overlay()
|
||||
|
||||
overlays_raw[SUIT_LAYER] = result_layer || ovr
|
||||
overlays_raw[SUIT_LAYER] = ovr || standing
|
||||
update_tail_showing(0)
|
||||
else
|
||||
overlays_raw[SUIT_LAYER] = null
|
||||
update_tail_showing(0)
|
||||
update_inv_shoes(0)
|
||||
|
||||
update_collar(0)
|
||||
update_inv_w_uniform(0)
|
||||
|
||||
Reference in New Issue
Block a user