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Added weapons racks, can be locked/unlocked with an ID card. Added weapons racks sprites, from Wezzy. Refactored some circuitboard code, moved the defines, applied the defines, DMDocs. Moved mutable appearance appearance flag set to the mutable appearance file. Reorganized the Horizon armory with the weapons racks, moved things around, put down markers on lockers depending on the danger level of their content, reorganized content of the remaining lockers. Made weapons racks constructable with circuitboards.    sound/items/metal_shutter.ogg - https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was edited)
26 lines
1020 B
Plaintext
26 lines
1020 B
Plaintext
// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM.
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// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity.
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// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug.
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// Mutable appearances are children of images, just so you know.
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/mutable_appearance
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appearance_flags = DEFAULT_APPEARANCE_FLAGS //Bay shit
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/mutable_appearance/New(mutable_appearance/to_copy)
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..()
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if(!to_copy)
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plane = FLOAT_PLANE
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// Helper similar to image()
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/proc/mutable_appearance(icon, icon_state, color, flags = DEFAULT_APPEARANCE_FLAGS | RESET_COLOR | RESET_ALPHA, plane = FLOAT_PLANE, layer = FLOAT_LAYER)
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RETURN_TYPE(/mutable_appearance)
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var/mutable_appearance/MA = new()
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MA.icon = icon
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MA.icon_state = icon_state
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MA.color = color
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MA.appearance_flags = flags
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MA.plane = plane
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MA.layer = layer
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return MA
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