Items with colourable accents (#16743)

* Items with colourable accents

Changes the way loadout items with additional colours worked to be part of all items, rather than changes to each of their update_icon procs.

Also added a few new clothing items with colourable accents.

* merge conflict fixes

Gah. .dmi files why.
This commit is contained in:
Sparky
2023-07-21 19:33:06 +00:00
committed by GitHub
parent dd937ca5fc
commit f3a4b5d22e
31 changed files with 111 additions and 200 deletions
+5 -1
View File
@@ -70,6 +70,8 @@
var/worn_overlay = null // used similarly as above, except for inhands.
var/worn_overlay_color = null // When you want your worn overlay to have colors. So you can have more than one modular coloring.
var/alpha_mask // when you want to slice out a chunk from a sprite
var/has_accents = FALSE // determines whether accent colour is applied or not
var/accent_color = COLOR_GRAY // used for accents which are coloured differently to the main body of the sprite
//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
@@ -124,10 +126,12 @@
return ..()
/obj/item/update_icon()
cut_overlays()
. = ..()
if(build_from_parts)
cut_overlays()
add_overlay(overlay_image(icon,"[icon_state]_[worn_overlay]", flags=RESET_COLOR)) //add the overlay w/o coloration of the original sprite
if(accent_color && has_accents)
add_overlay(overlay_image(icon,"[icon_state]_acc",accent_color, RESET_COLOR))
/obj/item/device
icon = 'icons/obj/device.dmi'