Refactoring 'borg overlay stuff back to add_overlay (#8705)

This commit is contained in:
Chada-1
2020-04-20 14:24:02 -05:00
committed by GitHub
parent b58a4b6c22
commit cbd985e77e
2 changed files with 45 additions and 10 deletions

View File

@@ -822,20 +822,13 @@
return FALSE
/mob/living/silicon/robot/updateicon()
overlays.Cut() // The new way the overlays are applied requires this overlays.Cut difference to remove
// correctly
//The below lines up to the panels are how the 'borgs get their overlays now. It's made cleaner
// via the vars below.
var/overlay_help = image(icon,"eyes-[module_sprites[icontype]]-help", EFFECTS_ABOVE_LIGHTING_LAYER)
var/overlay_harm = image(icon,"eyes-[module_sprites[icontype]]-harm", EFFECTS_ABOVE_LIGHTING_LAYER)
cut_overlays()
if(stat == CONSCIOUS)
if(a_intent == I_HELP)
overlays += overlay_help
add_overlay(image(icon, "eyes-[module_sprites[icontype]]-help", layer = EFFECTS_ABOVE_LIGHTING_LAYER))
else
overlays += overlay_harm
add_overlay(image(icon, "eyes-[module_sprites[icontype]]-harm", layer = EFFECTS_ABOVE_LIGHTING_LAYER))
if(opened)
var/panelprefix = custom_sprite ? src.ckey : "ov"

View File

@@ -0,0 +1,42 @@
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changes:
- tweak: "Moved the help/harm overlays for 'borgs back to add_overlay."
- bugfix: "Fixed a bug that caused ss_overlays to blank the 'borg eyes if they had another overlay added to them."