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Human icon tweaks (#3131)
Mostly efficiency changes to human icons, little bit of code deduplication in head icons. The human overlay list has been changed to accept /list so that multiple items can be added to a layer without having to resort to adding overlays to an intermediary object like an /image. changes: Human skin color (not tone) is now stored as a hex string instead of a 3-value list. Human body hair color (resomi only) is now stored as a hex string instead of a 3-value list. Body markings now play nice with the human icon cache (Fixes #3110) Hair properly uses its cache now in all cases. Merged head organs and human icon's implementations of hair icon gen into a proc on human. Replaced the individual hair and beard caches with a shared composited hair cache used by both head icon and mob icons. Lists in the human overlay list are now flattened out onto the human, allowing for multiple objects within a single human icon layer without using an intermediary image. Removed some unused caching lists. Damage overlays no longer utilize overlays on a blank image for drawing, instead using a list in the human overlay list. Shoe overlays no longer utilize overlays on the shoe image, instead using a list in the human overlay list. Surgery overlays no longer utilize overlays on a blank image, instead using a list in the human overlay list.
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@@ -4,12 +4,13 @@
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name = "Icon Cache"
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flags = SS_NO_FIRE | SS_NO_INIT
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// Cached bloody overlays, key is object type.
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var/list/bloody_cache = list()
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var/list/holo_multiplier_cache = list()
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var/list/holo_adder_cache = list()
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var/list/image/fluidtrack_cache = list()
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// Cached holo effect multiplier images.
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var/list/holo_multiplier_cache = list() // 2-layer list: icon -> icon_state -> /image
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// Cached holo effect adder images.
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var/list/holo_adder_cache = list() // 2-layer list: icon -> icon_state -> /image
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var/list/floor_decals = list()
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var/list/flooring_cache = list()
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@@ -32,14 +33,20 @@
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var/list/human_icon_cache = list()
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var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
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var/list/light_overlay_cache = list()
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// Cached body hair icons, used by resomi.
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var/list/body_hair_cache = list()
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// Cached human damage icons.
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var/list/damage_icon_parts = list()
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// [icon]-[icon_state]-[limb_name]-[color]
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var/list/markings_cache = list()
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// Cached human body markings.
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var/list/markings_cache = list() // [icon]-[icon_state]-[limb_name]-[color]
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var/list/human_eye_cache = list()
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var/list/human_lip_cache = list()
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// Cached composited human hair (beard & hair).
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// Key:
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// hair+beard: [beard_style][r_facial][g_facial][b_facial]_[hair_style][r_hair][g_hair][b_hair]
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// haironly: nobeard_[hair_style][r_hair][g_hair][b_hair]
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// beardonly: [beard_style][r_facial][g_facial][b_facial]_nohair
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var/list/human_hair_cache = list()
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var/list/human_beard_cache = list()
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var/list/human_underwear_cache = list()
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var/list/human_undershirt_cache = list()
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var/list/human_socks_cache = list()
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