Baseline Screen Layer (#15579)

This commit is contained in:
Geeves
2023-01-18 21:14:31 +01:00
committed by GitHub
parent 75c2ae7c60
commit d5d14e5975
5 changed files with 35 additions and 21 deletions
@@ -287,6 +287,8 @@
var/list/alterable_internal_organs = list(BP_HEART, BP_EYES, BP_LUNGS, BP_LIVER, BP_KIDNEYS, BP_STOMACH, BP_APPENDIX) //what internal organs can be changed in character setup
var/list/possible_external_organs_modifications = list("Normal","Amputated","Prosthesis")
var/use_alt_hair_layer = FALSE
/datum/species/proc/get_eyes(var/mob/living/carbon/human/H)
return
@@ -138,6 +138,8 @@
var/sprint_temperature_factor = 1.15
var/move_charge_factor = 1
use_alt_hair_layer = TRUE
/datum/species/machine/handle_post_spawn(var/mob/living/carbon/human/H)
. = ..()
check_tag(H, H.client)
@@ -72,6 +72,7 @@
/mob/living/carbon/human/proc/tie_hair)
bodyfall_sound = /singleton/sound_category/bodyfall_sound
use_alt_hair_layer = FALSE
/datum/species/machine/shell/get_species(var/reference, var/mob/living/carbon/human/H, var/records)
if(reference)
@@ -363,11 +364,11 @@
brute_mod = 0.9
grab_mod = 0.9
resist_mod = 8
cold_level_1 = -1 //RaceDefault 50 Default -1
cold_level_2 = -1 //RaceDefault -1 Default -1
cold_level_3 = -1 //RaceDefault -1 Default -1
heat_level_1 = 700 //RaceDefault 600 Default 700
heat_level_2 = 1400 //RaceDefault 1200 Default 1400
heat_level_3 = 2800 //RaceDefault 2400 Default 2800
@@ -102,24 +102,25 @@ There are several things that need to be remembered:
#define SUIT_LAYER 15
#define ID_LAYER_ALT 16
#define TAIL_NORTH_LAYER 17
#define GLASSES_LAYER 18
#define BELT_LAYER_ALT 19
#define SUIT_STORE_LAYER 20
#define BACK_LAYER 21
#define HAIR_LAYER 22
#define GLASSES_LAYER_ALT 23
#define L_EAR_LAYER 24
#define R_EAR_LAYER 25
#define FACEMASK_LAYER 26
#define HEAD_LAYER 27
#define COLLAR_LAYER 28
#define HANDCUFF_LAYER 29
#define LEGCUFF_LAYER 30
#define L_HAND_LAYER 31
#define R_HAND_LAYER 32
#define WRISTS_LAYER 33
#define FIRE_LAYER_UPPER 34
#define TOTAL_LAYERS 34
#define HAIR_LAYER_ALT 18
#define GLASSES_LAYER 19
#define BELT_LAYER_ALT 20
#define SUIT_STORE_LAYER 21
#define BACK_LAYER 22
#define HAIR_LAYER 23
#define GLASSES_LAYER_ALT 24
#define L_EAR_LAYER 25
#define R_EAR_LAYER 26
#define FACEMASK_LAYER 27
#define HEAD_LAYER 28
#define COLLAR_LAYER 29
#define HANDCUFF_LAYER 30
#define LEGCUFF_LAYER 31
#define L_HAND_LAYER 32
#define R_HAND_LAYER 33
#define WRISTS_LAYER 34
#define FIRE_LAYER_UPPER 35
#define TOTAL_LAYERS 35
////////////////////////////
#define GET_BODY_TYPE (cached_bodytype || (cached_bodytype = species.get_bodytype()))
@@ -463,6 +464,7 @@ There are several things that need to be remembered:
//Reset our hair
overlays_raw[HAIR_LAYER] = null
overlays_raw[HAIR_LAYER_ALT] = null
var/obj/item/organ/external/head/head_organ = get_organ(BP_HEAD)
if(!head_organ || head_organ.is_stump() )
@@ -488,7 +490,8 @@ There are several things that need to be remembered:
else
set_light(0)
overlays_raw[HAIR_LAYER] = hair_icon
var/hair_layer = species.use_alt_hair_layer ? HAIR_LAYER_ALT : HAIR_LAYER
overlays_raw[hair_layer] = hair_icon
if(update_icons)
update_icon()