icon_state QoL improvements (#19915)

A few items now show up with appropriate sprites in StrongDMM. Achieved
by adding an icon_state if one was lacking, or by adding a generic icon
variant in the case of the energy weapons for the icon_state to
reference.


![image](https://github.com/user-attachments/assets/d2d7f871-adcd-4f5f-828a-2f1247da8858)

Added a crude sprite for the wasteland goggles whenever toggled off the
eyes, so it doesn't disappear when a player does so.
This commit is contained in:
hazelrat
2024-09-27 09:41:16 +00:00
committed by GitHub
parent 9755435d5b
commit ea510eff29
11 changed files with 84 additions and 3 deletions
+24 -3
View File
@@ -369,8 +369,13 @@ BLIND // can't see anything
name = "tactical goggles"
desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes."
var/brand_name
icon = 'icons/clothing/eyes/goon_goggles.dmi'
icon_state = "military_goggles"
var/sprite_state = "military_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
item_state_slots = list(
slot_l_hand_str = "plaingoggles",
slot_r_hand_str = "plaingoggles"
)
flash_protection = FLASH_PROTECTION_MODERATE //This needs to be set even if the state changes later, otherwise it spawns with no flash protection while appearing to be down
change_item_state_on_flip = TRUE
@@ -386,6 +391,7 @@ BLIND // can't see anything
flash_protection = up ? FLASH_PROTECTION_NONE : FLASH_PROTECTION_MODERATE
/obj/item/clothing/glasses/safety/goggles/tactical/generic
icon_state = "security_goggles"
sprite_state = "security_goggles"
//security hud
@@ -393,8 +399,13 @@ BLIND // can't see anything
name = "tactical goggles"
desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes. Comes with a security HUD."
var/brand_name
icon = 'icons/clothing/eyes/goon_goggles.dmi'
icon_state = "security_goggles"
var/sprite_state = "security_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
item_state_slots = list(
slot_l_hand_str = "plaingoggles",
slot_r_hand_str = "plaingoggles"
)
flash_protection = FLASH_PROTECTION_MODERATE
change_item_state_on_flip = TRUE
@@ -418,14 +429,17 @@ BLIND // can't see anything
/obj/item/clothing/glasses/safety/goggles/goon/pmc
sprite_state = "pmc_goggles"
icon_state = "pmc_goggles"
brand_name = "PMCG"
/obj/item/clothing/glasses/safety/goggles/goon/zavod
sprite_state = "zavod_goggles"
icon_state = "zavod_goggles"
brand_name = "Zavodskoi"
/obj/item/clothing/glasses/safety/goggles/goon/idris
sprite_state = "idris_goggles"
icon_state = "idris_goggles"
brand_name = "Idris"
//medical hud
@@ -433,8 +447,13 @@ BLIND // can't see anything
name = "medical goggles"
desc = "A stylish pair of medical goggles that protect the eyes from aerosolized chemicals and debris. Comes with a medical HUD."
var/brand_name
icon = 'icons/clothing/eyes/goon_goggles.dmi'
icon_state = "security_goggles"
var/sprite_state = "security_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
item_state_slots = list(
slot_l_hand_str = "plaingoggles",
slot_r_hand_str = "plaingoggles"
)
change_item_state_on_flip = TRUE
/obj/item/clothing/glasses/safety/goggles/medical/Initialize(mapload, material_key)
@@ -457,10 +476,12 @@ BLIND // can't see anything
/obj/item/clothing/glasses/safety/goggles/medical/pmc
sprite_state = "pmc_goggles"
icon_state = "pmc_goggles"
brand_name = "PMCG"
/obj/item/clothing/glasses/safety/goggles/medical/zeng
sprite_state = "zeng_goggles"
icon_state = "zeng_goggles"
brand_name = "Zeng-Hu"
/obj/item/clothing/glasses/eyepatch
@@ -0,0 +1,60 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# - (fixes bugs)
# wip
# - (work in progress)
# qol
# - (quality of life)
# soundadd
# - (adds a sound)
# sounddel
# - (removes a sound)
# rscadd
# - (adds a feature)
# rscdel
# - (removes a feature)
# imageadd
# - (adds an image or sprite)
# imagedel
# - (removes an image or sprite)
# spellcheck
# - (fixes spelling or grammar)
# experiment
# - (experimental change)
# balance
# - (balance changes)
# code_imp
# - (misc internal code change)
# refactor
# - (refactors code)
# config
# - (makes a change to the config files)
# admin
# - (makes changes to administrator tools)
# server
# - (miscellaneous changes to server)
#################################
# Your name.
author: hazelmouse
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Tactical goggles now have generic inhand sprites."
- qol: "Several weapons and goggle variants now appear with proper icons in map editing software."
- bugfix: "The sprite for the wasteland goggles no longer disappears when toggled off your eyes."
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