Height and minor bodypart overlay refactor (#96570)

## About The Pull Request

### Main changes

Height is no longer applied in `apply_overlay`

There is now a proc titled `apply_height()` which is passed an
appearance and a body area, and handles either applying a filter or
adjusting the offset of the appearance up or down

`apply_height` is now called directly when applying item appearances
(ie, `update_worn_x`)
`apply_height` is also called directly in `get_limb_icon` (as height is
included in limb render keys).

### Other changes

Bodypart overlays were cleaned up a bit. You can now apply and remove
bodypart overlays directly with just the typepath, which is a bit more
convenient.

Bodypart textures were split into a separate type. Previously, textures
relied on insertion order to be "correctly" added (any bodypart overlays
added later would not be modified by the bodypart texture). Now

Fixed a bug with cybernetics while I was there. They reskin by changing
DMI so they needed to have their DMI included in their render keys.

## Why It's Good For The Game

This allows us to be more specific and less wasteful about applying
height filters and whatnot - We can now specify whether certain overlays
are offset or given a filter.

For example: In the past, horns and frills were filtered solely because
they were attached to the head and the head was filtered.
We couldn't independently say "Offsets the horns and frills, they don't
need filters".
But now, not only are we able to say "rather than filter the head, just
apply an offset", we can also say "horns and frills should be offset
rather than filtered".

TL;DR fixes the issue where horns or cat ears are cut off by height
filters, yippee.

## Changelog

🆑 Melbert
fix: Cybernetic reskinning should break less. 
fix: Horns and cat ears should be cut off less by height.
fix: Bodypart textures should apply more consistently. 
refactor: Mutant parts like moth wings, lizard tails, cat eats, etc.
have been refactored a tiny bit, report any oddities.
refactor: Bodypart textures were refactored a tiny bit, report any
oddities.
refactor: Refactored the way height works, report anything weird looking
things involving that.
/🆑
This commit is contained in:
MrMelbert
2026-06-27 10:28:43 +02:00
committed by GitHub
parent a05270b364
commit 21ea64aec5
40 changed files with 371 additions and 309 deletions
-2
View File
@@ -54,8 +54,6 @@
#define LIMB_COLOR_FISH_INFUSION 15
/// Carp infusion color priority
#define LIMB_COLOR_CARP_INFUSION 20
/// Untextured fish suicide color priority
#define LIMB_COLOR_CS_SOURCE_SUICIDE 30
/// Base priority for atom colors, gets atom priorities added to it
#define LIMB_COLOR_ATOM_COLOR 40
/// Voidwalker effect color priority
+22 -43
View File
@@ -734,6 +734,16 @@
#define GRADIENT_APPLIES_TO_HAIR (1<<0)
#define GRADIENT_APPLIES_TO_FACIAL_HAIR (1<<1)
// Used in applying height
/// Used for overlays centered around the upper half of the human sprite
#define UPPER_BODY "upper body"
/// Used for overlays centered around the lower half of the human sprite
#define LOWER_BODY "lower body"
/// Used for overlays that should not offset at all
#define NO_MODIFY "do not modify"
/// Used for overlays that stretch the full body and thus need a filter
#define ENTIRE_BODY "full body"
// Height defines
// - They are numbers so you can compare height values (x height < y height)
// - They do not start at 0 for futureproofing
@@ -749,20 +759,19 @@
#define HUMAN_HEIGHT_TALL 14
#define HUMAN_HEIGHT_TALLER 16
#define HUMAN_HEIGHT_TALLEST 18
// If you add a height here update human_heights_to_offsets as well!
/// Assoc list of all heights, cast to strings, to """"tuples"""""
/// The first """tuple""" index is the upper body offset
/// The second """tuple""" index is the lower body offset
GLOBAL_LIST_INIT(human_heights_to_offsets, list(
"[MONKEY_HEIGHT_DWARF]" = list(-9, -3),
"[MONKEY_HEIGHT_MEDIUM]" = list(-7, -4),
"[HUMAN_HEIGHT_DWARF]" = list(-5, -4),
"[HUMAN_HEIGHT_SHORTEST]" = list(-2, -1),
"[HUMAN_HEIGHT_SHORT]" = list(-1, -1),
"[HUMAN_HEIGHT_MEDIUM]" = list(0, 0),
"[HUMAN_HEIGHT_TALL]" = list(1, 1),
"[HUMAN_HEIGHT_TALLER]" = list(2, 1),
"[HUMAN_HEIGHT_TALLEST]" = list(3, 2),
/// Assoc list of all heights, to offset values
GLOBAL_ALIST_INIT(human_heights_to_offsets, alist(
MONKEY_HEIGHT_DWARF = list("[UPPER_BODY]" = -9, "[LOWER_BODY]" = -3),
MONKEY_HEIGHT_MEDIUM = list("[UPPER_BODY]" = -7, "[LOWER_BODY]" = -4),
HUMAN_HEIGHT_DWARF = list("[UPPER_BODY]" = -5, "[LOWER_BODY]" = -4),
HUMAN_HEIGHT_SHORTEST = list("[UPPER_BODY]" = -2, "[LOWER_BODY]" = -1),
HUMAN_HEIGHT_SHORT = list("[UPPER_BODY]" = -1, "[LOWER_BODY]" = -1),
HUMAN_HEIGHT_MEDIUM = list("[UPPER_BODY]" = 0, "[LOWER_BODY]" = 0),
HUMAN_HEIGHT_TALL = list("[UPPER_BODY]" = 1, "[LOWER_BODY]" = 1),
HUMAN_HEIGHT_TALLER = list("[UPPER_BODY]" = 2, "[LOWER_BODY]" = 1),
HUMAN_HEIGHT_TALLEST = list("[UPPER_BODY]" = 3, "[LOWER_BODY]" = 2),
))
/*
@@ -869,34 +878,6 @@ GLOBAL_LIST_INIT(human_heights_to_offsets, list(
/// (You ONLY need to update this if you add a standing overlay, adding an integer.)
#define TOTAL_LAYERS 23
#define UPPER_BODY "upper body"
#define LOWER_BODY "lower body"
#define NO_MODIFY "do not modify"
/// Used for human height overlay adjustments
/// Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y
/// This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)
GLOBAL_LIST_INIT(layers_to_offset, list(
// Weapons commonly cross the middle of the sprite so they get cut in half by the filter
"[HANDS_LAYER]" = LOWER_BODY,
// Very tall hats will get cut off by filter
"[HEAD_LAYER]" = UPPER_BODY,
// Hair will get cut off by filter
"[HAIR_LAYER]" = UPPER_BODY,
// Doesn't do much
"[EYES_LAYER]" = UPPER_BODY,
// Long belts (sabre sheathe) will get cut off by filter
"[BELT_LAYER]" = LOWER_BODY,
// Everything below looks fine with or without a filter, so we can skip it and just offset
// (In practice they'd be fine if they got a filter but we can optimize a bit by not.)
"[NECK_LAYER]" = UPPER_BODY,
"[GLASSES_LAYER]" = UPPER_BODY,
"[GLOVES_LAYER]" = LOWER_BODY,
"[HANDCUFF_LAYER]" = LOWER_BODY,
"[ID_LAYER]" = UPPER_BODY,
"[FACEMASK_LAYER]" = UPPER_BODY,
))
//Bitflags for the layers a bodypart overlay can draw on (can be drawn on multiple layers)
/// Draws overlay on the BODY_FRONT_LAYER
#define EXTERNAL_FRONT (1 << 0)
@@ -904,8 +885,6 @@ GLOBAL_LIST_INIT(layers_to_offset, list(
#define EXTERNAL_ADJACENT (1 << 1)
/// Draws overlay on the BODY_BEHIND_LAYER
#define EXTERNAL_BEHIND (1 << 2)
/// Draws organ on all EXTERNAL layers
#define ALL_EXTERNAL_OVERLAYS EXTERNAL_FRONT | EXTERNAL_ADJACENT | EXTERNAL_BEHIND
// Bitflags for external organs restylability
#define EXTERNAL_RESTYLE_ALL ALL
@@ -3,34 +3,36 @@
/datum/bodypart_overlay
/// Sometimes we need multiple layers, for like the back, middle and front of the person (EXTERNAL_FRONT, EXTERNAL_ADJACENT, EXTERNAL_BEHIND)
var/layers
/// List of all possible layers. Used for looping through in drawing
var/static/list/all_layers = list(EXTERNAL_FRONT, EXTERNAL_ADJACENT, EXTERNAL_BEHIND)
/// List of all possible layers to their real layer. Used for looping through in drawing
var/static/alist/all_layers = alist(
EXTERNAL_FRONT = -BODY_FRONT_LAYER,
EXTERNAL_ADJACENT = -BODY_ADJ_LAYER,
EXTERNAL_BEHIND = -BODY_BEHIND_LAYER,
)
/// Key of the icon states of all the sprite_datums for easy caching
var/cache_key = ""
/// Whether the overlay blocks emissive light
var/blocks_emissive = EMISSIVE_BLOCK_UNIQUE
/// Can this overlay be drawn on husked mobs?
var/draw_on_husks = HUSK_OVERLAY_NONE
/// Determines body area of the overlay for height offsets
var/offset_location = NO_MODIFY
///Wrapper for getting the proper image, colored and everything
/datum/bodypart_overlay/proc/get_overlay(layer, obj/item/bodypart/limb, is_husked = FALSE)
layer = bitflag_to_layer(layer)
/datum/bodypart_overlay/proc/get_overlay(layer, obj/item/bodypart/limb)
var/image/main_image = get_image(layer, limb)
if (is_husked && draw_on_husks != HUSK_OVERLAY_NORMAL)
if (limb?.is_husked && draw_on_husks != HUSK_OVERLAY_NORMAL)
main_image = huskify_image(main_image)
main_image.color = limb.husk_color
else
color_image(main_image, layer, limb)
if(blocks_emissive == EMISSIVE_BLOCK_NONE || !limb)
return main_image
var/list/created_overlays = list(main_image)
if(blocks_emissive != EMISSIVE_BLOCK_NONE && !isnull(limb))
created_overlays += emissive_blocker(main_image.icon, main_image.icon_state, limb, layer = main_image.layer, alpha = main_image.alpha)
var/list/all_images = list(
main_image,
emissive_blocker(main_image.icon, main_image.icon_state, limb, layer = main_image.layer, alpha = main_image.alpha)
)
return all_images
return created_overlays
/datum/bodypart_overlay/proc/huskify_image(image/main_image)
var/icon/husk_icon = new(main_image.icon)
@@ -70,29 +72,15 @@
if(-BODY_FRONT_LAYER)
return "FRONT"
///Converts a bitflag to the right layer. I'd love to make this a static index list, but byond made an attempt on my life when i did
/datum/bodypart_overlay/proc/bitflag_to_layer(layer)
switch(layer)
if(EXTERNAL_BEHIND)
return -BODY_BEHIND_LAYER
if(EXTERNAL_ADJACENT)
return -BODY_ADJ_LAYER
if(EXTERNAL_FRONT)
return -BODY_FRONT_LAYER
///Check whether we can draw the overlays. You generally don't want lizard snouts to draw over an EVA suit
/datum/bodypart_overlay/proc/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/proc/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
SHOULD_CALL_PARENT(TRUE)
return !is_husked || draw_on_husks
return !bodypart_owner.is_husked || draw_on_husks
///Colorizes the limb it's inserted to, if required.
/datum/bodypart_overlay/proc/override_color(obj/item/bodypart/bodypart_owner)
CRASH("External organ color set to override with no override proc.")
///Generate a unique identifier to cache with. If you change something about the image, but the icon cache stays the same, it'll simply pull the unchanged image out of the cache
/datum/bodypart_overlay/proc/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/proc/icon_render_key(obj/item/bodypart/limb)
return list()
/// Additionally color or texture the limb
/datum/bodypart_overlay/proc/modify_bodypart_appearance(datum/appearance)
return
@@ -1,6 +1,7 @@
///Variant of bodypart_overlay for displaying emote overlays. See [/datum/emote/living/blush/run_emote] for an example on how to use one of these.
/datum/bodypart_overlay/simple/emote
icon = 'icons/mob/human/emote_visuals.dmi'
offset_location = UPPER_BODY
///The body zone to attach the overlay to, overlay won't be added if no bodypart can be found with this
var/attached_body_zone = BODY_ZONE_CHEST
///The feature key used to figure out what specific bodily feature we offset this to follow
@@ -25,10 +26,8 @@
///Removes the overlay from the attached bodypart and updates the necessary sprites
/datum/bodypart_overlay/simple/emote/Destroy()
var/obj/item/bodypart/referenced_bodypart = attached_bodypart.resolve()
if(!referenced_bodypart)
return ..()
referenced_bodypart.remove_bodypart_overlay(src)
var/obj/item/bodypart/referenced_bodypart = attached_bodypart?.resolve()
referenced_bodypart?.remove_bodypart_overlay(src)
return ..()
/**
@@ -41,13 +40,7 @@
*/
/mob/living/carbon/human/proc/give_emote_overlay(datum/bodypart_overlay/simple/emote/overlay_typepath)
var/obj/item/bodypart/bodypart = get_bodypart(overlay_typepath::attached_body_zone)
if(!bodypart)
return null
if(locate(overlay_typepath) in bodypart.bodypart_overlays)
return null
var/datum/bodypart_overlay/simple/emote/overlay = new overlay_typepath()
bodypart.add_bodypart_overlay(overlay)
return overlay
return bodypart?.add_bodypart_overlay(overlay_typepath)
/datum/bodypart_overlay/simple/emote/tongue
icon_state = "tongue"
@@ -1,6 +1,7 @@
/// For body markings applied on the species, which need some extra code
/datum/bodypart_overlay/simple/body_marking
layers = EXTERNAL_ADJACENT
offset_location = ENTIRE_BODY
/// Listen to the gendercode, if the limb is bimorphic
var/use_gender = FALSE
/// Which dna feature key to draw from
@@ -29,12 +30,12 @@
use_gender = accessory.gender_specific
draw_color = accessory.color_src ? set_color : null
/datum/bodypart_overlay/simple/body_marking/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/simple/body_marking/icon_render_key(obj/item/bodypart/limb)
. = ..()
. += use_gender
. += draw_color
/datum/bodypart_overlay/simple/body_marking/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/simple/body_marking/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && icon_state != SPRITE_ACCESSORY_NONE
/datum/bodypart_overlay/simple/body_marking/get_image(layer, obj/item/bodypart/limb)
@@ -106,7 +106,7 @@
sprite_datum = fetch_sprite_datum_from_name(accessory_name)
///Generate a unique key based on our sprites. So that if we've aleady drawn these sprites, they can be found in the cache and wont have to be drawn again (blessing and curse, but mostly curse)
/datum/bodypart_overlay/mutant/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/mutant/icon_render_key(obj/item/bodypart/limb)
. = list()
. += "[get_base_icon_state()]"
. += "[feature_key]"
@@ -15,7 +15,7 @@
overlay.color = draw_color
/datum/bodypart_overlay/simple/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/simple/icon_render_key(obj/item/bodypart/limb)
. = ..()
. += icon_state
@@ -24,14 +24,17 @@
icon_state = "sixpack"
layers = EXTERNAL_ADJACENT
draw_on_husks = HUSK_OVERLAY_GRAYSCALE
offset_location = ENTIRE_BODY
///bags drawn beneath the eyes
/datum/bodypart_overlay/simple/bags
icon_state = "bags"
draw_color = COLOR_WEBSAFE_DARK_GRAY
layers = EXTERNAL_ADJACENT
offset_location = UPPER_BODY
///PENDING eyes drawn on the face
/datum/bodypart_overlay/simple/soul_pending_eyes
icon_state = "soul_pending_eyes"
layers = EXTERNAL_FRONT
offset_location = UPPER_BODY
@@ -1,5 +1,5 @@
/// Bodypart overlays focused on texturing limbs
/datum/bodypart_overlay/texture
/datum/bodypart_texture
/// icon file for the texture
var/texture_icon
/// icon state for the texture
@@ -9,42 +9,42 @@
/// Priority of this texture - all textures with a lower priority will not be rendered
var/overlay_priority = 0
/datum/bodypart_overlay/texture/New()
/datum/bodypart_texture/New()
. = ..()
cached_texture_icon = icon(texture_icon, texture_icon_state)
/datum/bodypart_overlay/texture/modify_bodypart_appearance(datum/appearance)
/datum/bodypart_texture/proc/modify_bodypart_appearance(image/appearance)
appearance.add_filter("bodypart_texture_[texture_icon_state]", 1, layering_filter(icon = cached_texture_icon, blend_mode = BLEND_INSET_OVERLAY))
/datum/bodypart_overlay/texture/generate_icon_cache(obj/item/bodypart/limb)
. = ..()
. += type
/datum/bodypart_texture/proc/icon_render_key()
return type
/datum/bodypart_overlay/texture/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
if (!..())
return FALSE
for (var/datum/bodypart_overlay/texture/other_texture in bodypart_owner.bodypart_overlays)
/datum/bodypart_texture/proc/can_texture_bodypart(obj/item/bodypart/bodypart_owner)
for (var/datum/bodypart_texture/other_texture as anything in bodypart_owner.bodypart_textures)
if (other_texture.overlay_priority > overlay_priority)
return FALSE
return TRUE
/datum/bodypart_overlay/texture/spacey
blocks_emissive = EMISSIVE_BLOCK_NONE
/datum/bodypart_texture/spacey
texture_icon_state = "spacey"
texture_icon = 'icons/mob/human/textures.dmi'
overlay_priority = BODYPART_OVERLAY_VOIDWALKER_CURSE
/datum/bodypart_overlay/texture/carpskin
/datum/bodypart_texture/carpskin
texture_icon_state = "carpskin"
texture_icon = 'icons/mob/human/textures.dmi'
overlay_priority = BODYPART_OVERLAY_CARP_INFUSION
/datum/bodypart_overlay/texture/checkered
/datum/bodypart_texture/checkered
texture_icon_state = "checkered"
texture_icon = 'icons/mob/human/textures.dmi'
overlay_priority = BODYPART_OVERLAY_CSS_SUICIDE
/datum/bodypart_overlay/texture/fishscale
/datum/bodypart_texture/checkered/modify_bodypart_appearance(image/appearance)
. = ..()
appearance.color = COLOR_WHITE
/datum/bodypart_texture/fishscale
texture_icon_state = "fishscale"
texture_icon = 'icons/mob/human/textures.dmi'
overlay_priority = BODYPART_OVERLAY_FISH_INFUSION
@@ -77,10 +77,7 @@
// we might have some lingering blinking eyes
var/obj/item/bodypart/head/head = source.get_bodypart(BODY_ZONE_HEAD)
if(head)
var/soul_eyes = locate(/datum/bodypart_overlay/simple/soul_pending_eyes) in head.bodypart_overlays
if(soul_eyes)
head.remove_bodypart_overlay(soul_eyes)
head?.remove_bodypart_overlay(/datum/bodypart_overlay/simple/soul_pending_eyes)
prepare_brain(removed_brain)
+18 -26
View File
@@ -61,9 +61,9 @@
var/bonus_biotype
/// If the biotype was added - used to check if we should remove the biotype or not, on organ set loss.
var/biotype_added = FALSE
/// Limb overlay to apply upon activation
var/limb_overlay
/// Color priority for limb overlay
/// Limb texture to apply upon activation
var/limb_texture
/// Color priority for limb limb_texture
var/color_overlay_priority
/datum/status_effect/organ_set_bonus/proc/set_organs(new_value, obj/item/organ/organ)
@@ -97,22 +97,21 @@
if(bonus_activate_text)
to_chat(owner, bonus_activate_text)
// Add limb overlay
if(!iscarbon(owner) || !limb_overlay)
// Add limb texture
if(!limb_texture)
return TRUE
var/mob/living/carbon/carbon_owner = owner
RegisterSignal(carbon_owner, COMSIG_CARBON_ATTACH_LIMB, PROC_REF(texture_limb))
RegisterSignal(carbon_owner, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(untexture_limb))
RegisterSignal(owner, COMSIG_CARBON_ATTACH_LIMB, PROC_REF(texture_limb))
RegisterSignal(owner, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(untexture_limb))
for(var/obj/item/bodypart/limb as anything in carbon_owner.get_bodyparts())
for(var/obj/item/bodypart/limb as anything in owner.get_bodyparts())
if (!(limb.bodytype & BODYTYPE_ORGANIC))
continue
limb.add_bodypart_overlay(new limb_overlay(), update = FALSE)
limb.add_bodypart_texture(limb_texture, update = FALSE)
if (color_overlay_priority)
limb.add_color_override(COLOR_WHITE, color_overlay_priority)
carbon_owner.update_body()
owner.update_body()
return TRUE
/datum/status_effect/organ_set_bonus/proc/disable_bonus(obj/item/organ/removed_organ)
@@ -130,24 +129,20 @@
to_chat(owner, bonus_deactivate_text)
// Remove limb overlay
if(!iscarbon(owner) || !limb_overlay)
if(!limb_texture)
return
var/mob/living/carbon/carbon_owner = owner
UnregisterSignal(carbon_owner, list(COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
UnregisterSignal(owner, list(COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
if(QDELETED(carbon_owner))
if(QDELETED(owner))
return
for(var/obj/item/bodypart/limb as anything in carbon_owner.get_bodyparts())
var/overlay = locate(limb_overlay) in limb.bodypart_overlays
if(!overlay)
continue
limb.remove_bodypart_overlay(overlay, update = FALSE)
for(var/obj/item/bodypart/limb as anything in owner.get_bodyparts())
limb.remove_bodypart_texture(limb_texture, update = FALSE)
if (color_overlay_priority)
limb.remove_color_override(color_overlay_priority)
carbon_owner.update_body()
owner.update_body()
/datum/status_effect/organ_set_bonus/proc/texture_limb(atom/source, obj/item/bodypart/limb)
SIGNAL_HANDLER
@@ -156,16 +151,13 @@
return
// Not updating because enable/disable_bonus(obj/item/organ/removed_organ) call it down the line, and calls coming from comsigs update the owner's body themselves
limb.add_bodypart_overlay(new limb_overlay(), update = FALSE)
limb.add_bodypart_texture(limb_texture, update = FALSE)
if(color_overlay_priority)
limb.add_color_override(COLOR_WHITE, color_overlay_priority)
/datum/status_effect/organ_set_bonus/proc/untexture_limb(atom/source, obj/item/bodypart/limb)
SIGNAL_HANDLER
var/overlay = locate(limb_overlay) in limb.bodypart_overlays
if(!overlay)
return
limb.remove_bodypart_overlay(overlay, update = FALSE)
limb.remove_bodypart_texture(limb_texture, update = FALSE)
if(color_overlay_priority)
limb.remove_color_override(color_overlay_priority)
+1 -1
View File
@@ -175,7 +175,7 @@
SIGNAL_HANDLER
var/mutable_appearance/mutation_appearance = mutable_appearance(mutation_icon, mutation_icon_state, -layer_used)
owner.apply_height_offsets(mutation_appearance, offset_location)
owner.apply_height(mutation_appearance, offset_location)
overlay_list += mutation_appearance
+1 -1
View File
@@ -8,7 +8,7 @@
locked = TRUE // fake parent
conflicts = list(/datum/mutation/adaptation)
mutation_traits = list(TRAIT_WADDLING)
mutation_icon = 'icons/mob/effects/genetics.dmi'
offset_location = FULL_BODY
/datum/mutation/adaptation/New(datum/mutation/copymut)
. = ..()
+1
View File
@@ -7,6 +7,7 @@
difficulty = 8
power_coeff = 1
mutation_icon_state = "radiation"
offset_location = FULL_BODY
/// Weakref to our radiation emitter component
var/datum/weakref/radioactivity_source_ref
@@ -158,7 +158,7 @@ GLOBAL_LIST_EMPTY(heretic_arenas)
crown_overlay.pixel_z = 24
if(ishuman(owner))
var/mob/living/carbon/human/human_parent = owner
human_parent.apply_height_offsets(crown_overlay, UPPER_BODY)
human_parent.apply_height(crown_overlay, UPPER_BODY)
var/obj/item/bodypart/head/human_head = human_parent.get_bodypart(BODY_ZONE_HEAD)
human_head?.worn_head_offset?.apply_offset(crown_overlay)
owner.add_overlay(crown_overlay)
@@ -210,7 +210,7 @@ GLOBAL_LIST_EMPTY(heretic_arenas)
crown_overlay.pixel_z = 24
if(ishuman(owner))
var/mob/living/carbon/human/human_parent = owner
human_parent.apply_height_offsets(crown_overlay, UPPER_BODY)
human_parent.apply_height(crown_overlay, UPPER_BODY)
var/obj/item/bodypart/head/human_head = human_parent.get_bodypart(BODY_ZONE_HEAD)
human_head?.worn_head_offset?.apply_offset(crown_overlay)
owner.add_overlay(crown_overlay)
@@ -44,7 +44,7 @@
halo_overlay.pixel_w = 0
if (ishuman(owner))
var/mob/living/carbon/human/human_parent = owner
human_parent.apply_height_offsets(halo_overlay, UPPER_BODY)
human_parent.apply_height(halo_overlay, UPPER_BODY)
var/obj/item/bodypart/head/human_head = human_parent.get_bodypart(BODY_ZONE_HEAD)
human_head?.worn_head_offset?.apply_offset(halo_overlay)
@@ -11,7 +11,7 @@
bonus_deactivate_text = span_notice("Your DNA is once again mostly yours, and so fades your ability to space-swim...")
bonus_traits = list(TRAIT_SPACEWALK)
bonus_biotype = MOB_AQUATIC
limb_overlay = /datum/bodypart_overlay/texture/carpskin
limb_texture = /datum/bodypart_texture/carpskin
color_overlay_priority = LIMB_COLOR_CARP_INFUSION
///Carp lungs! You can breathe in space! Oh... you can't breathe on the station, you need low oxygen environments.
@@ -26,7 +26,7 @@
TRAIT_WATER_ADAPTATION,
)
bonus_biotype = MOB_AQUATIC
limb_overlay = /datum/bodypart_overlay/texture/fishscale
limb_texture = /datum/bodypart_texture/fishscale
/// Are we at all five organs?
var/color_active = FALSE
@@ -301,15 +301,6 @@
else //otherwise get one from a set of faded out blue and some greys colors.
return pick("#B4B8DD", "#85C7D0", "#67BBEE", "#2F4450", "#55CCBB", "#999FD0", "#345066", "#585B69", "#7381A0", "#B6DDE5", "#4E4E50")
/datum/bodypart_overlay/mutant/tail/fish/get_image(image_layer, obj/item/bodypart/limb)
var/mutable_appearance/appearance = ..()
// We add all appearances the parent bodypart has to the tail to inherit scales and fancy effects
// but most other organs don't want to inherit those so we do it here and not on parent
for (var/datum/bodypart_overlay/texture/texture in limb.bodypart_overlays)
if(texture.can_draw_on_bodypart(limb, limb.owner, limb.is_husked))
texture.modify_bodypart_appearance(appearance)
return appearance
///Lungs that replace the need of oxygen with water vapor or being wet
/obj/item/organ/lungs/fish
name = "mutated gills"
@@ -144,6 +144,7 @@
icon_state = "roach_shell"
layers = EXTERNAL_FRONT|EXTERNAL_BEHIND
draw_on_husks = HUSK_OVERLAY_GRAYSCALE
offset_location = ENTIRE_BODY
/datum/bodypart_overlay/simple/roach_shell/get_image(image_layer, obj/item/bodypart/limb)
return image(
@@ -123,7 +123,8 @@
/// Body part overlays applied by golem status effects
/datum/bodypart_overlay/simple/golem_overlay
icon = 'icons/mob/human/species/golems.dmi'
layers = ALL_EXTERNAL_OVERLAYS
layers = EXTERNAL_FRONT | EXTERNAL_ADJACENT | EXTERNAL_BEHIND
offset_location = ENTIRE_BODY
///The bodypart that the overlay is currently applied to
var/datum/weakref/attached_bodypart
@@ -134,9 +135,7 @@
/datum/bodypart_overlay/simple/golem_overlay/Destroy(force)
var/obj/item/bodypart/referenced_bodypart = attached_bodypart.resolve()
if(!referenced_bodypart)
return ..()
referenced_bodypart.remove_bodypart_overlay(src)
referenced_bodypart?.remove_bodypart_overlay(src)
return ..()
/// Freezes hunger for the duration
@@ -9,7 +9,7 @@
random_gain = FALSE
known_trauma = FALSE
/// Type for the bodypart texture we add
var/bodypart_overlay_type = /datum/bodypart_overlay/texture/spacey
var/bodypart_texture_type = /datum/bodypart_texture/spacey
/// Color in which we paint the space texture
var/space_color = COLOR_WHITE
///traits we give on gain
@@ -90,7 +90,7 @@
SIGNAL_HANDLER
// Not updating because on_gain/on_lose() call it down the line, and calls coming from comsigs update the owner's body themselves
limb.add_bodypart_overlay(new bodypart_overlay_type(), update = FALSE)
limb.add_bodypart_texture(bodypart_texture_type, update = FALSE)
limb.add_color_override(space_color, LIMB_COLOR_VOIDWALKER_CURSE)
if(istype(limb, /obj/item/bodypart/head))
var/obj/item/bodypart/head/head = limb
@@ -99,10 +99,9 @@
/datum/brain_trauma/voided/proc/untexture_limb(atom/source, obj/item/bodypart/limb)
SIGNAL_HANDLER
var/overlay = locate(bodypart_overlay_type) in limb.bodypart_overlays
if(overlay)
limb.remove_bodypart_overlay(overlay, update = FALSE)
limb.remove_color_override(LIMB_COLOR_VOIDWALKER_CURSE)
limb.remove_bodypart_texture(bodypart_texture_type, update = FALSE)
limb.remove_color_override(LIMB_COLOR_VOIDWALKER_CURSE)
if(istype(limb, /obj/item/bodypart/head))
var/obj/item/bodypart/head/head = limb
@@ -116,8 +116,7 @@
return ..()
for(var/obj/item/bodypart/limb in user.get_bodyparts())
limb.add_color_override(COLOR_WHITE, LIMB_COLOR_CS_SOURCE_SUICIDE)
limb.add_bodypart_overlay(new /datum/bodypart_overlay/texture/checkered(), update = FALSE)
limb.add_bodypart_overlay(/datum/bodypart_texture/checkered, update = FALSE)
var/obj/item/bodypart/head/head = user.get_bodypart(BODY_ZONE_HEAD)
if(!isnull(head))
+2 -1
View File
@@ -722,8 +722,9 @@
/datum/bodypart_overlay/simple/babbearfish
icon_state = "babbearfish"
draw_on_husks = HUSK_OVERLAY_NORMAL
offset_location = UPPER_BODY
/datum/bodypart_overlay/simple/babbearfish/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/simple/babbearfish/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEEARS)
/obj/item/organ/ears/babbelfish/Initialize(mapload)
+1 -1
View File
@@ -32,7 +32,7 @@
electrocution_skeleton_anim.appearance_flags |= RESET_COLOR|KEEP_APART
if(ishuman(hallucinator))
var/mob/living/carbon/human/human_hallucinator = hallucinator
human_hallucinator.apply_height_filters(electrocution_skeleton_anim)
human_hallucinator.apply_height(electrocution_skeleton_anim, ENTIRE_BODY)
SET_PLANE_EXPLICIT(shock_image, ABOVE_GAME_PLANE, hallucinator)
SET_PLANE_EXPLICIT(electrocution_skeleton_anim, ABOVE_GAME_PLANE, hallucinator)
@@ -271,7 +271,8 @@ GLOBAL_LIST_INIT(raptor_colors, init_raptor_colors())
// Raptors won't have the best of times keeping up tall humans or fatties up in the air
var/struggling = HAS_TRAIT(user, TRAIT_FAT) || user.mob_height > HUMAN_HEIGHT_SHORTEST
if (wings_open)
wings_underlay = user.apply_height_offsets(mutable_appearance(worn_icon, "raptor_purple_wings", -BODY_BEHIND_LAYER, user), UPPER_BODY)
wings_underlay = mutable_appearance(worn_icon, "raptor_purple_wings", -BODY_BEHIND_LAYER, user)
user.apply_height(wings_underlay, UPPER_BODY)
user.add_overlay(wings_underlay)
user.physiology.stun_mod *= 2
user.add_traits(list(TRAIT_MOVE_FLOATING, TRAIT_IGNORING_GRAVITY, TRAIT_NOGRAV_ALWAYS_DRIFT), REF(src))
@@ -302,6 +302,7 @@
if(isnull(damage_overlay))
return
apply_height(damage_overlay, ENTIRE_BODY)
overlays_standing[DAMAGE_LAYER] = damage_overlay
apply_overlay(DAMAGE_LAYER)
@@ -324,6 +325,7 @@
if(isnull(wound_overlay))
return
apply_height(wound_overlay, ENTIRE_BODY)
overlays_standing[WOUND_LAYER] = wound_overlay
apply_overlay(WOUND_LAYER)
@@ -387,7 +389,7 @@
var/mutable_appearance/handcuff_overlay = mutable_appearance('icons/mob/simple/mob.dmi', "handcuff1", -HANDCUFF_LAYER)
if(handcuffed.blocks_emissive != EMISSIVE_BLOCK_NONE)
handcuff_overlay.overlays += emissive_blocker(handcuff_overlay.icon, handcuff_overlay.icon_state, src, alpha = handcuff_overlay.alpha)
apply_height(handcuff_overlay, LOWER_BODY) // low hanging
overlays_standing[HANDCUFF_LAYER] = handcuff_overlay
apply_overlay(HANDCUFF_LAYER)
@@ -498,9 +500,11 @@
if(is_invisible)
. += "invisible"
for(var/datum/bodypart_overlay/overlay as anything in bodypart_overlays)
if(!overlay.can_draw_on_bodypart(src, owner, is_husked))
continue
. += overlay.generate_icon_cache(src)
if(overlay.can_draw_on_bodypart(src, owner))
. += overlay.icon_render_key(src)
for(var/datum/bodypart_texture/texture as anything in bodypart_textures)
if(texture.can_texture_bodypart(src))
. += texture.icon_render_key()
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
. += "[human_owner.mob_height]"
@@ -525,11 +529,10 @@
. += body_zone
if(is_invisible)
. += "invisible"
. += "[LAZYLEN(blood_dna_info) ? get_color_from_blood_list(blood_dna_info) : BLOOD_COLOR_RED]"
for(var/datum/bodypart_overlay/overlay as anything in bodypart_overlays)
if(!overlay.can_draw_on_bodypart(src, owner, TRUE))
continue
. += overlay.generate_icon_cache(src)
if(overlay.can_draw_on_bodypart(src, owner))
. += overlay.icon_render_key(src)
. += "[LAZYLEN(blood_dna_info) ? get_color_from_blood_list(blood_dna_info) : BLOOD_COLOR_RED]"
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
. += "[human_owner.mob_height]"
@@ -2047,9 +2047,14 @@ GLOBAL_LIST_EMPTY(features_by_species)
/// Remove body markings
/datum/species/proc/remove_body_markings(mob/living/carbon/human/hooman)
var/needs_update = FALSE
for(var/obj/item/bodypart/part as anything in hooman.get_bodyparts())
for(var/datum/bodypart_overlay/simple/body_marking/marking in part.bodypart_overlays)
part.remove_bodypart_overlay(marking)
part.remove_bodypart_overlay(marking, update = FALSE)
needs_update = TRUE
if(needs_update && !(hooman.living_flags & STOP_OVERLAY_UPDATE_BODY_PARTS))
hooman.update_body_parts()
/**
* Calculates the expected height values for this species
@@ -95,19 +95,17 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/log_mob_tag(text)
return
// To speed up the preference menu, we apply 1 filter to the entire mob
// To speed up the preference menu, we apply one height filter to the entire mob,
// rather than independently applying offsets and filters to each individual overlay
// This looks good enough to pass the sniff test and saves a lot of time
/mob/living/carbon/human/dummy/regenerate_icons()
. = ..()
apply_height_filters(src, TRUE)
apply_height(src, ENTIRE_BODY)
/mob/living/carbon/human/dummy/apply_height_filters(image/appearance, only_apply_in_prefs = FALSE)
if(only_apply_in_prefs)
/mob/living/carbon/human/dummy/apply_height(image/appearance, upper_torso)
if(appearance == src)
return ..()
// Not necessary with above
/mob/living/carbon/human/dummy/apply_height_offsets(image/appearance, upper_torso)
return
/// Takes in an accessory list and returns the first entry from that list, ensuring that we dont return SPRITE_ACCESSORY_NONE in the process.
/proc/get_consistent_feature_entry(list/accessory_feature_list)
var/consistent_entry = (accessory_feature_list- SPRITE_ACCESSORY_NONE)[1]
@@ -637,7 +637,7 @@
if(dna?.species)
add_atom_colour(COLOR_BLACK, TEMPORARY_COLOUR_PRIORITY)
var/mutable_appearance/shock_animation_dna = mutable_appearance(icon, "electrocuted_base", appearance_flags = RESET_COLOR|KEEP_APART)
apply_height_filters(shock_animation_dna)
apply_height(shock_animation_dna, ENTIRE_BODY)
zap_appearance = shock_animation_dna
// Otherwise do a generic animation
@@ -85,7 +85,7 @@ There are several things that need to be remembered:
if(uniform.adjusted == ALT_STYLE)
target_overlay = "[target_overlay]_d"
var/mutable_appearance/uniform_overlay
//This is how non-humanoid clothing works. You check if the mob has the right bodyflag, and the clothing has the corresponding clothing flag.
//handled_by_bodyshape is used to track whether or not we successfully used an alternate sprite. It's set to TRUE to ease up on copy-paste.
//icon_file MUST be set to null by default, or it causes issues.
@@ -107,7 +107,7 @@ There are several things that need to be remembered:
handled_by_bodyshape = FALSE
//END SPECIES HANDLING
uniform_overlay = uniform.build_worn_icon(
var/mutable_appearance/uniform_overlay = uniform.build_worn_icon(
default_layer = UNIFORM_LAYER,
default_icon_file = icon_file,
isinhands = FALSE,
@@ -117,6 +117,7 @@ There are several things that need to be remembered:
bodyshape = bodyshape,
)
apply_height(uniform_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_uniform_offset?.apply_offset(uniform_overlay)
overlays_standing[UNIFORM_LAYER] = uniform_overlay
@@ -127,8 +128,6 @@ There are several things that need to be remembered:
remove_overlay(ID_LAYER)
hud_used?.update_inventory_slot(ITEM_SLOT_ID)
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
if(wear_id)
var/obj/item/worn_item = wear_id
@@ -136,12 +135,9 @@ There are several things that need to be remembered:
return
var/icon_file = 'icons/mob/clothing/id.dmi'
var/mutable_appearance/id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
if(!id_overlay)
return
apply_height(id_overlay, UPPER_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_id_offset?.apply_offset(id_overlay)
overlays_standing[ID_LAYER] = id_overlay
@@ -167,6 +163,8 @@ There are several things that need to be remembered:
var/mutable_appearance/blood_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands_right")
blood_overlay.color = get_blood_dna_color()
hands_combined.overlays += blood_overlay
apply_height(hands_combined, LOWER_BODY)
overlays_standing[GLOVES_LAYER] = hands_combined
apply_overlay(GLOVES_LAYER)
return
@@ -183,11 +181,10 @@ There are several things that need to be remembered:
var/feature_y_offset = 0
//needs to be typed, hand_bodyparts can have nulls
for (var/obj/item/bodypart/arm/my_hand in hand_bodyparts)
var/list/glove_offset = my_hand.worn_glove_offset?.get_offset()
if (glove_offset && (!feature_y_offset || glove_offset["y"] > feature_y_offset))
feature_y_offset = glove_offset["y"]
feature_y_offset = max(my_hand.worn_glove_offset?.get_offset()["y"], feature_y_offset)
gloves_overlay.pixel_z += feature_y_offset
apply_height(gloves_overlay, LOWER_BODY)
// We dont have any >2 hands human species (and likely wont ever), so theres no point in splitting this because:
// It will only run if the left hand OR the right hand is missing, and it wont run if both are missing because you cant wear gloves with no arms
@@ -221,6 +218,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/eyes.dmi'
var/mutable_appearance/glasses_overlay = glasses.build_worn_icon(default_layer = GLASSES_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(glasses_overlay, UPPER_BODY)
my_head.worn_glasses_offset?.apply_offset(glasses_overlay)
overlays_standing[GLASSES_LAYER] = glasses_overlay
apply_overlay(GLASSES_LAYER)
@@ -242,6 +240,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/ears.dmi'
var/mutable_appearance/ears_overlay = ears.build_worn_icon(default_layer = EARS_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(ears_overlay, UPPER_BODY)
my_head.worn_ears_offset?.apply_offset(ears_overlay)
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
@@ -259,6 +258,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/neck.dmi'
var/mutable_appearance/neck_overlay = worn_item.build_worn_icon(default_layer = NECK_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(neck_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_neck_offset?.apply_offset(neck_overlay)
overlays_standing[NECK_LAYER] = neck_overlay
@@ -281,19 +281,13 @@ There are several things that need to be remembered:
var/icon_file = DEFAULT_SHOES_FILE
var/mutable_appearance/shoes_overlay = shoes.build_worn_icon(default_layer = SHOES_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
if(!shoes_overlay)
return
var/feature_y_offset = 0
for (var/body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
for (var/body_zone in GLOB.leg_zones)
var/obj/item/bodypart/leg/my_leg = get_bodypart(body_zone)
if(isnull(my_leg))
continue
var/list/foot_offset = my_leg.worn_foot_offset?.get_offset()
if (foot_offset && foot_offset["y"] > feature_y_offset)
feature_y_offset = foot_offset["y"]
feature_y_offset = max(my_leg?.worn_foot_offset?.get_offset()["y"], feature_y_offset)
shoes_overlay.pixel_z += feature_y_offset
// apply_height(shoes_overlay, NO_MODIFY) // Shoes are rooted
overlays_standing[SHOES_LAYER] = shoes_overlay
apply_overlay(SHOES_LAYER)
@@ -308,6 +302,7 @@ There are several things that need to be remembered:
return
var/mutable_appearance/s_store_overlay = worn_item.build_worn_icon(default_layer = SUIT_STORE_LAYER, default_icon_file = 'icons/mob/clothing/belt_mirror.dmi')
apply_height(s_store_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_suit_storage_offset?.apply_offset(s_store_overlay)
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
@@ -325,6 +320,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/head/default.dmi'
var/mutable_appearance/head_overlay = head.build_worn_icon(default_layer = HEAD_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(head_overlay, UPPER_BODY)
var/obj/item/bodypart/head/my_head = get_bodypart(BODY_ZONE_HEAD)
my_head?.worn_head_offset?.apply_offset(head_overlay)
overlays_standing[HEAD_LAYER] = head_overlay
@@ -343,6 +339,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/belt.dmi'
var/mutable_appearance/belt_overlay = belt.build_worn_icon(default_layer = BELT_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(belt_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_belt_offset?.apply_offset(belt_overlay)
overlays_standing[BELT_LAYER] = belt_overlay
@@ -362,6 +359,7 @@ There are several things that need to be remembered:
var/icon_file = DEFAULT_SUIT_FILE
var/mutable_appearance/suit_overlay = wear_suit.build_worn_icon(default_layer = SUIT_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(suit_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_suit_offset?.apply_offset(suit_overlay)
overlays_standing[SUIT_LAYER] = suit_overlay
@@ -389,6 +387,7 @@ There are several things that need to be remembered:
var/icon_file = 'icons/mob/clothing/mask.dmi'
var/mutable_appearance/mask_overlay = wear_mask.build_worn_icon(default_layer = FACEMASK_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(mask_overlay, LOWER_BODY)
my_head.worn_mask_offset?.apply_offset(mask_overlay)
overlays_standing[FACEMASK_LAYER] = mask_overlay
@@ -399,18 +398,13 @@ There are several things that need to be remembered:
hud_used?.update_inventory_slot(ITEM_SLOT_BACK)
if(back)
var/obj/item/worn_item = back
var/mutable_appearance/back_overlay
if(HAS_TRAIT(worn_item, TRAIT_NO_WORN_ICON))
if(HAS_TRAIT(back, TRAIT_NO_WORN_ICON))
return
var/icon_file = 'icons/mob/clothing/back.dmi'
back_overlay = back.build_worn_icon(default_layer = BACK_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
if(!back_overlay)
return
var/mutable_appearance/back_overlay = back.build_worn_icon(default_layer = BACK_LAYER, default_icon_file = icon_file, bodyshape = bodyshape)
apply_height(back_overlay, ENTIRE_BODY)
var/obj/item/bodypart/chest/my_chest = get_bodypart(BODY_ZONE_CHEST)
my_chest?.worn_back_offset?.apply_offset(back_overlay)
overlays_standing[BACK_LAYER] = back_overlay
@@ -425,9 +419,10 @@ There are several things that need to be remembered:
if(!t_state)
t_state = worn_item.icon_state
var/mutable_appearance/hand_overlay
var/icon_file = IS_RIGHT_INDEX(held_index) ? worn_item.righthand_file : worn_item.lefthand_file
hand_overlay = worn_item.build_worn_icon(default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE, bodyshape = bodyshape)
var/mutable_appearance/hand_overlay = worn_item.build_worn_icon(default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE, bodyshape = bodyshape)
apply_height(hand_overlay, LOWER_BODY)
var/obj/item/bodypart/arm/held_in_hand = hand_bodyparts[held_index]
held_in_hand?.held_hand_offset?.apply_offset(hand_overlay)
@@ -667,14 +662,12 @@ generate/load female uniform sprites matching all previously decided variables
/mob/living/carbon/human/update_body(is_creating = FALSE)
remove_overlay(BODY_LAYER)
var/list/body_overlays = list()
body_overlays += get_underwear_overlays()
if(length(body_overlays))
overlays_standing[BODY_LAYER] = body_overlays
var/list/clothing_overlays = get_underwear_overlays()
if(length(clothing_overlays))
for(var/image/overlay as anything in clothing_overlays)
apply_height(overlay, ENTIRE_BODY)
overlays_standing[BODY_LAYER] = clothing_overlays
apply_overlay(BODY_LAYER)
// parent call will update the actual bodyparts
return ..()
@@ -722,6 +715,8 @@ generate/load female uniform sprites matching all previously decided variables
var/list/eye_overlays = noggin.get_eye_overlays()
if(length(eye_overlays))
for(var/image/overlay as anything in eye_overlays)
apply_height(overlay, UPPER_BODY)
overlays_standing[EYES_LAYER] = eye_overlays
apply_overlay(EYES_LAYER)
@@ -735,6 +730,8 @@ generate/load female uniform sprites matching all previously decided variables
var/obj/item/bodypart/head/head = get_bodypart(BODY_ZONE_HEAD)
var/list/head_overlays = head?.get_hair_overlays()
if(length(head_overlays))
for(var/image/overlay as anything in head_overlays)
apply_height(overlay, UPPER_BODY)
overlays_standing[HAIR_LAYER] = head_overlays
apply_overlay(HAIR_LAYER)
@@ -751,6 +748,7 @@ generate/load female uniform sprites matching all previously decided variables
for (var/mutable_appearance/overlay as anything in eye_overlays)
overlay.pixel_w = 0
overlay.pixel_z = 0
apply_height(overlay, UPPER_BODY)
noggin.worn_face_offset.apply_offset(overlay)
overlays_standing[EYES_LAYER] = eye_overlays
@@ -775,56 +773,37 @@ generate/load female uniform sprites matching all previously decided variables
update_eyes()
update_hair()
// Hooks into human apply overlay so that we can modify all overlays applied through standing overlays to our height system.
// Some of our overlays will be passed through a displacement filter to make our mob look taller or shorter.
// Some overlays can't be displaced as they're too close to the edge of the sprite or cross the middle point in a weird way.
// So instead we have to pass them through an offset, which is close enough to look good.
/mob/living/carbon/human/apply_overlay(cache_index)
if(mob_height == HUMAN_HEIGHT_MEDIUM)
return ..()
var/raw_applied = overlays_standing[cache_index]
var/string_form_index = num2text(cache_index)
var/offset_type = GLOB.layers_to_offset[string_form_index]
if(isnull(offset_type))
if(islist(raw_applied))
for(var/image/applied_appearance in raw_applied)
apply_height_filters(applied_appearance)
else if(isimage(raw_applied))
apply_height_filters(raw_applied)
else
if(islist(raw_applied))
for(var/image/applied_appearance in raw_applied)
apply_height_offsets(applied_appearance, offset_type)
else if(isimage(raw_applied))
apply_height_offsets(raw_applied, offset_type)
return ..()
/**
* Used in some circumstances where appearances can get cut off from the mob sprite from being too tall
* Applies an offset or a filter to an appearance accordance to the height of our mob
*
* upper_torso is to specify whether the appearance is locate in the upper half of the mob rather than the lower half,
* higher up things (hats for example) need to be offset more due to the location of the filter displacement
* * appearance - The appearance to apply the height changes to
* * body_area - The body area this appearance is on, used to determine what offsets/filters to apply
*/
/mob/living/carbon/human/proc/apply_height_offsets(image/appearance, upper_torso)
var/height_to_use = num2text(mob_height)
var/final_offset = 0
switch(upper_torso)
if(UPPER_BODY)
final_offset = GLOB.human_heights_to_offsets[height_to_use][1]
if(LOWER_BODY)
final_offset = GLOB.human_heights_to_offsets[height_to_use][2]
else
/mob/living/carbon/proc/apply_height(image/appearance, body_area)
return
/mob/living/carbon/human/apply_height(image/appearance, body_area)
if(mob_height == HUMAN_HEIGHT_MEDIUM)
return // default, no handling needed
switch(body_area)
if(LOWER_BODY, UPPER_BODY)
appearance.pixel_z += GLOB.human_heights_to_offsets[mob_height][body_area]
return
if(ENTIRE_BODY)
apply_height_filter(appearance)
return
if(NO_MODIFY)
return
appearance.pixel_z += final_offset
return appearance
stack_trace("Invalid height body_area specified ([body_area || "null"])")
/**
* Applies a filter to an appearance according to mob height
*/
/mob/living/carbon/human/proc/apply_height_filters(image/appearance)
/mob/living/carbon/human/proc/apply_height_filter(image/appearance)
PRIVATE_PROC(TRUE)
var/static/icon/cut_torso_mask = icon('icons/effects/cut.dmi', "Cut1")
var/static/icon/cut_legs_mask = icon('icons/effects/cut.dmi', "Cut2")
var/static/icon/lenghten_torso_mask = icon('icons/effects/cut.dmi', "Cut3")
@@ -953,8 +932,8 @@ generate/load female uniform sprites matching all previously decided variables
// Kinda gross but because many humans overlays do not use KEEP_TOGETHER we need to manually propogate the filter
// Otherwise overlays, such as worn overlays on icons, won't have the filter "applied", and the effect kinda breaks
if(!(appearance.appearance_flags & KEEP_TOGETHER))
for(var/image/overlay in list() + appearance.underlays + appearance.overlays)
apply_height_filters(overlay)
for(var/mutable_appearance/child_overlay as anything in appearance.underlays + appearance.overlays)
apply_height_filter(child_overlay)
return appearance
@@ -105,8 +105,9 @@
layers = EXTERNAL_ADJACENT
feature_key = FEATURE_MUSH_CAP
dyable = TRUE
offset_location = UPPER_BODY
/datum/bodypart_overlay/mutant/mushroom_cap/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/mushroom_cap/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
/datum/bodypart_overlay/mutant/mushroom_cap/override_color(obj/item/bodypart/bodypart_owner)
+113 -22
View File
@@ -160,7 +160,9 @@
var/list/applied_items
///A list of all bodypart overlays to draw
var/list/bodypart_overlays = list()
var/list/bodypart_overlays
///A list of all bodypart textures to apply
var/list/bodypart_textures
/// Type of an attack from this limb does. Arms will do punches, Legs for kicks, and head for bites. (TO ADD: tactical chestbumps)
var/attack_type = BRUTE
@@ -215,7 +217,7 @@
/// get_damage() / total_damage must surpass this to allow our limb to be disabled, even temporarily, by an EMP.
var/robotic_emp_paralyze_damage_percent_threshold = 0.3
/// A potential texturing overlay to put on the limb
var/datum/bodypart_overlay/texture/texture_bodypart_overlay
var/datum/bodypart_texture/texture_bodypart_overlay
/// Lazylist of /datum/status_effect/grouped/bodypart_effect types. Instances of this are applied to the carbon when added the limb is attached, and merged with similair limbs
var/list/bodypart_effects
/// The cached info about the blood this organ belongs to, set during on_removal()
@@ -301,6 +303,14 @@
QDEL_LIST_ASSOC_VAL(applied_items)
QDEL_LAZYLIST(scars)
// Overlays and textures may be owned by something else like a status effect,
// so we'll just remove them all rather than delete them
// Worst case scenario they'll just get swept up by GC and which is fine
for(var/datum/bodypart_overlay/remaining_overlay in bodypart_overlays)
remove_bodypart_overlay(remaining_overlay, update = FALSE)
for(var/datum/bodypart_texture/remaining_texture in bodypart_textures)
remove_bodypart_texture(remaining_texture, update = FALSE)
for(var/atom/movable/movable in contents)
qdel(movable)
@@ -1369,30 +1379,43 @@
// Add two masked images based on the old one
. += leg_source.generate_masked_leg(limb_image)
// Apply height to the overlays we generated so far
// This is done before collecting bodypart overlays so we don't apply height twice to the same overlays
if(!dropped && !isnull(owner))
for(var/image/generated_overlay as anything in .)
// While you may think that heads could be applied with UPPER_BODY instead of ENTIRE_BODY to save us one filter,
// it's more important to keep it consistent for things like getflaticon
owner.apply_height(generated_overlay, ENTIRE_BODY)
// Draw external organs like horns and frills
// Height is applied again in here so we can specify where the overlay is set (ie offset_location)
for(var/datum/bodypart_overlay/overlay as anything in bodypart_overlays)
if(!overlay.can_draw_on_bodypart(src, owner, is_husked))
if(!overlay.can_draw_on_bodypart(src, owner))
continue
// Some externals have multiple layers for background, foreground and between
for(var/external_layer in overlay.all_layers)
for(var/external_layer, actual_layer in overlay.all_layers)
if(!(overlay.layers & external_layer))
continue
var/external_overlay = overlay.get_overlay(external_layer, src, is_husked)
if (!dropped)
. += external_overlay
for (var/mutable_appearance/actual_overlay as anything in overlay.get_overlay(actual_layer, src))
if(dropped || isnull(owner))
. += image(actual_overlay, dir = SOUTH)
continue
owner.apply_height(actual_overlay, overlay.offset_location)
. += actual_overlay
// Then texture everything at once, including bodypart overlays
for(var/datum/bodypart_texture/texture as anything in bodypart_textures)
if(!texture.can_texture_bodypart(src))
continue
for(var/image/generated_overlay as anything in .)
var/appearance_plane = PLANE_TO_TRUE(generated_overlay.plane)
if(appearance_plane != FLOAT_PLANE && appearance_plane != GAME_PLANE)
continue
if (!islist(external_overlay))
. += image(external_overlay, dir = SOUTH)
continue
for (var/mutable_appearance/actual_overlay as anything in external_overlay)
. += image(actual_overlay, dir = SOUTH)
for(var/datum/layer in .)
overlay.modify_bodypart_appearance(layer)
texture.modify_bodypart_appearance(generated_overlay)
SEND_SIGNAL(src, COMSIG_BODYPART_GET_LIMB_ICON, ., dropped)
return .
@@ -1409,24 +1432,92 @@
husk_blood.color = LAZYLEN(blood_dna_info) ? get_color_from_blood_list(blood_dna_info) : BLOOD_COLOR_RED
return husk_blood
///Add a bodypart overlay and call the appropriate update procs
/**
* Adds a bodypart overlay to the limb
*
* * overlay: The overlay to add. Either an instance of a bodypart overlay or a typepath of a bodypart overlay.
* If you pass a typepath, the proc will avoid creating duplicates.
* * update: Whether to call update procs after adding the overlay.
* Set this to FALSE if you are adding multiple overlays at once.
*/
/obj/item/bodypart/proc/add_bodypart_overlay(datum/bodypart_overlay/overlay, update = TRUE)
bodypart_overlays += overlay
if(ispath(overlay, /datum/bodypart_overlay))
if(locate(overlay) in bodypart_overlays)
return
overlay = new overlay()
LAZYADD(bodypart_overlays, overlay)
overlay.added_to_limb(src)
if(!update)
return
if(!owner)
if(isnull(owner))
update_icon_dropped()
else if(!(owner.living_flags & STOP_OVERLAY_UPDATE_BODY_PARTS))
owner.update_body_parts()
///Remove a bodypart overlay and call the appropriate update procs
/**
* Removes a bodypart overlay from the limb
*
* * overlay: The overlay to remove. Either an instance of a bodypart overlay or a typepath of a bodypart overlay.
* If you pass a typepath, the first overlay of that typepath found will be removed.
* * update: Whether to call update procs after removing the overlay.
* Set this to FALSE if you are removing multiple overlays at once.
*/
/obj/item/bodypart/proc/remove_bodypart_overlay(datum/bodypart_overlay/overlay, update = TRUE)
bodypart_overlays -= overlay
if(ispath(overlay, /datum/bodypart_overlay))
overlay = locate(overlay) in bodypart_overlays
if(isnull(overlay))
return
LAZYREMOVE(bodypart_overlays, overlay)
overlay.removed_from_limb(src)
if(!update)
return
if(!owner)
if(isnull(owner))
update_icon_dropped()
else if(!(owner.living_flags & STOP_OVERLAY_UPDATE_BODY_PARTS))
owner.update_body_parts()
/**
* Adds a bodypart texture to the limb
*
* * texture: The texture to add. Either an instance of a bodypart texture or a typepath of a bodypart texture.
* If you pass a typepath, the proc will avoid creating duplicates.
* * update: Whether to call update procs after adding the texture.
* Set this to FALSE if you are adding multiple textures at once.
*/
/obj/item/bodypart/proc/add_bodypart_texture(datum/bodypart_texture/texture, update = TRUE)
if(ispath(texture, /datum/bodypart_texture))
if(locate(texture) in bodypart_textures)
return
texture = new texture()
LAZYADD(bodypart_textures, texture)
if(!update)
return
if(isnull(owner))
update_icon_dropped()
else if(!(owner.living_flags & STOP_OVERLAY_UPDATE_BODY_PARTS))
owner.update_body_parts()
/**
* Removes a bodypart texture from the limb
*
* * texture: The texture to remove. Either an instance of a bodypart texture or a typepath of a bodypart texture.
* If you pass a typepath, the first texture of that typepath found will be removed.
* * update: Whether to call update procs after removing the texture.
* Set this to FALSE if you are removing multiple textures at once.
*/
/obj/item/bodypart/proc/remove_bodypart_texture(datum/bodypart_texture/texture, update = TRUE)
if(ispath(texture, /datum/bodypart_texture))
texture = locate(texture) in bodypart_textures
if(isnull(texture))
return
LAZYREMOVE(bodypart_textures, texture)
if(!update)
return
if(isnull(owner))
update_icon_dropped()
else if(!(owner.living_flags & STOP_OVERLAY_UPDATE_BODY_PARTS))
owner.update_body_parts()
@@ -46,6 +46,11 @@
bodypart_flags = BODYPART_UNHUSKABLE
butcher_replacement = null
/obj/item/bodypart/arm/left/robot/generate_icon_key()
. = ..()
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
/obj/item/bodypart/arm/right/robot
name = "cyborg right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
@@ -82,6 +87,11 @@
bodypart_flags = BODYPART_UNHUSKABLE
butcher_replacement = null
/obj/item/bodypart/arm/right/robot/generate_icon_key()
. = ..()
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
/obj/item/bodypart/leg/left/robot
name = "cyborg left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
@@ -118,6 +128,11 @@
bodypart_flags = BODYPART_UNHUSKABLE
butcher_replacement = null
/obj/item/bodypart/leg/left/robot/generate_icon_key()
. = ..()
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
/obj/item/bodypart/leg/left/robot/emp_effect(severity, protection)
. = ..()
if(!. || isnull(owner))
@@ -168,6 +183,11 @@
bodypart_flags = BODYPART_UNHUSKABLE
butcher_replacement = null
/obj/item/bodypart/leg/right/robot/generate_icon_key()
. = ..()
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
/obj/item/bodypart/leg/right/robot/emp_effect(severity, protection)
. = ..()
if(!. || isnull(owner))
@@ -222,6 +242,13 @@
var/wired = FALSE
var/obj/item/stock_parts/power_store/cell = null
/obj/item/bodypart/chest/robot/generate_icon_key()
. = ..()
// When we reskin cybernetic limbs, we solely change their icon, nothing else
// So we need to include the relevant icon in the cache key
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
/obj/item/bodypart/chest/robot/emp_effect(severity, protection)
. = ..()
if(!. || isnull(owner))
@@ -398,6 +425,11 @@
var/obj/item/assembly/flash/handheld/flash1 = null
var/obj/item/assembly/flash/handheld/flash2 = null
/obj/item/bodypart/head/robot/generate_icon_key()
. = ..()
if(limb_id == BODYPART_ID_ROBOTIC)
. += should_draw_greyscale ? icon_greyscale : icon_static
#define EMP_GLITCH "EMP_GLITCH"
/obj/item/bodypart/head/robot/emp_effect(severity, protection)
@@ -37,7 +37,7 @@
return ..()
/// Returns the current offset which should be used for this feature
/datum/worn_feature_offset/proc/get_offset()
/datum/worn_feature_offset/proc/get_offset() as /list
var/current_dir = owner ? owner.dir : SOUTH
if(ISDIAGONALDIR(current_dir))
current_dir = current_dir & (EAST|WEST)
+14 -9
View File
@@ -94,9 +94,9 @@ Unlike normal organs, we're actually inside a persons limbs at all times
return
//Build the mob sprite and use it as our overlay
for(var/external_layer in bodypart_overlay.all_layers)
for(var/external_layer, actual_layer in bodypart_overlay.all_layers)
if(bodypart_overlay.layers & external_layer)
. += bodypart_overlay.get_overlay(external_layer, bodypart_owner, bodypart_owner?.is_husked)
. += bodypart_overlay.get_overlay(actual_layer, bodypart_owner)
///The horns of a lizard!
/obj/item/organ/horns
@@ -119,8 +119,9 @@ Unlike normal organs, we're actually inside a persons limbs at all times
feature_key = FEATURE_HORNS
dyable = TRUE
draw_on_husks = HUSK_OVERLAY_NORMAL
offset_location = UPPER_BODY
/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
///The frills of a lizard (like weird fin ears)
@@ -142,11 +143,12 @@ Unlike normal organs, we're actually inside a persons limbs at all times
/datum/bodypart_overlay/mutant/frills
layers = EXTERNAL_ADJACENT
feature_key = FEATURE_FRILLS
offset_location = UPPER_BODY
/datum/bodypart_overlay/mutant/frills/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/frills/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
/datum/bodypart_overlay/mutant/frills/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/mutant/frills/icon_render_key(obj/item/bodypart/limb)
. = ..()
if(LAZYLEN(limb?.owner?.hair_masks))
. += jointext(limb.owner.hair_masks, ",")
@@ -211,8 +213,9 @@ Unlike normal organs, we're actually inside a persons limbs at all times
layers = EXTERNAL_ADJACENT
feature_key = FEATURE_SNOUT
draw_on_husks = HUSK_OVERLAY_GRAYSCALE
offset_location = UPPER_BODY
/datum/bodypart_overlay/mutant/snout/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/snout/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDESNOUT)
///A moth's antennae
@@ -280,6 +283,7 @@ Unlike normal organs, we're actually inside a persons limbs at all times
layers = EXTERNAL_FRONT | EXTERNAL_BEHIND
feature_key = FEATURE_MOTH_ANTENNAE
dyable = TRUE
offset_location = UPPER_BODY
///Accessory datum of the burn sprite
var/datum/sprite_accessory/burn_datum = /datum/sprite_accessory/moth_antennae/burnt_off
///Are we burned? If so we draw differently
@@ -293,7 +297,7 @@ Unlike normal organs, we're actually inside a persons limbs at all times
/datum/bodypart_overlay/mutant/antennae/get_base_icon_state()
return burnt ? burn_datum.icon_state : sprite_datum.icon_state
/datum/bodypart_overlay/mutant/antennae/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/antennae/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEANTENNAE)
///The leafy hair of a podperson
@@ -318,6 +322,7 @@ Unlike normal organs, we're actually inside a persons limbs at all times
layers = EXTERNAL_FRONT|EXTERNAL_ADJACENT
feature_key = FEATURE_POD_HAIR
dyable = TRUE
offset_location = UPPER_BODY
///This layer will be colored differently than the rest of the organ. So we can get differently colored flowers or something
var/color_swapped_layer = EXTERNAL_FRONT
@@ -325,7 +330,7 @@ Unlike normal organs, we're actually inside a persons limbs at all times
var/color_inverse_base = 255
/datum/bodypart_overlay/mutant/pod_hair/color_image(image/overlay, draw_layer, obj/item/bodypart/limb)
if(draw_layer != bitflag_to_layer(color_swapped_layer))
if(draw_layer != all_layers[color_swapped_layer])
return ..()
var/color_to_use = dye_color || draw_color
@@ -335,5 +340,5 @@ Unlike normal organs, we're actually inside a persons limbs at all times
else
overlay.color = null
/datum/bodypart_overlay/mutant/pod_hair/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/pod_hair/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
+2 -1
View File
@@ -32,8 +32,9 @@
feature_key = FEATURE_SPINES
dyable = TRUE
draw_on_husks = HUSK_OVERLAY_GRAYSCALE
offset_location = ENTIRE_BODY
/datum/bodypart_overlay/mutant/spines/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/spines/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEJUMPSUIT)
/datum/bodypart_overlay/mutant/spines/set_dye_color(new_color, obj/item/organ/tail/organ)
+4 -2
View File
@@ -142,12 +142,13 @@
/datum/bodypart_overlay/mutant/tail
layers = EXTERNAL_FRONT|EXTERNAL_BEHIND
dyable = TRUE
offset_location = ENTIRE_BODY
var/wagging = FALSE
/datum/bodypart_overlay/mutant/tail/get_base_icon_state()
return "[wagging ? "wagging_" : ""][sprite_datum.icon_state]" //add the wagging tag if we be wagging
/datum/bodypart_overlay/mutant/tail/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/tail/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEJUMPSUIT)
/obj/item/organ/tail/cat
@@ -254,6 +255,7 @@
layers = EXTERNAL_ADJACENT|EXTERNAL_BEHIND
feature_key = FEATURE_TAILSPINES
draw_on_husks = HUSK_OVERLAY_GRAYSCALE
offset_location = ENTIRE_BODY
///Spines wag when the tail does
var/wagging = FALSE
/// Key for tail spine states, depends on the shape of the tail. Defined in the tail sprite datum.
@@ -262,7 +264,7 @@
/datum/bodypart_overlay/mutant/tail_spines/get_base_icon_state()
return (!isnull(tail_spine_key) ? "[tail_spine_key]_" : "") + (wagging ? "wagging_" : "") + sprite_datum.icon_state // Select the wagging state if appropriate
/datum/bodypart_overlay/mutant/tail_spines/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/tail_spines/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEJUMPSUIT)
/datum/bodypart_overlay/mutant/tail_spines/set_dye_color(new_color, obj/item/organ/organ)
@@ -183,7 +183,7 @@
feature_key = initial(feature_key)
set_appearance_from_name(sprite_datum.name)
/datum/bodypart_overlay/mutant/wings/functional/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/mutant/wings/functional/icon_render_key(obj/item/bodypart/limb)
. = ..()
. += wings_open ? "open" : "closed"
+3 -2
View File
@@ -22,10 +22,11 @@
///Bodypart overlay of default wings. Does not have any wing functionality
/datum/bodypart_overlay/mutant/wings
layers = ALL_EXTERNAL_OVERLAYS
layers = EXTERNAL_FRONT | EXTERNAL_ADJACENT | EXTERNAL_BEHIND
feature_key = FEATURE_WINGS
offset_location = ENTIRE_BODY
/// Slot we check against
var/slot_blocker = HIDEJUMPSUIT
/datum/bodypart_overlay/mutant/wings/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/wings/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & slot_blocker)
@@ -47,6 +47,7 @@
/datum/bodypart_overlay/augment
layers = EXTERNAL_ADJACENT
draw_on_husks = HUSK_OVERLAY_NORMAL
offset_location = ENTIRE_BODY
/// Implant that owns this overlay
var/obj/item/organ/cyberimp/implant
@@ -58,12 +59,11 @@
implant = null
return ..()
/datum/bodypart_overlay/augment/generate_icon_cache(obj/item/bodypart/limb)
/datum/bodypart_overlay/augment/icon_render_key(obj/item/bodypart/limb)
. = ..()
. += implant.get_overlay_state()
/datum/bodypart_overlay/augment/get_overlay(layer, obj/item/bodypart/limb)
layer = bitflag_to_layer(layer)
var/list/imageset = implant.get_overlay(layer, limb)
if(blocks_emissive == EMISSIVE_BLOCK_NONE || !limb)
return imageset
@@ -162,11 +162,12 @@
color_source = ORGAN_COLOR_HAIR
feature_key = FEATURE_EARS
dyable = TRUE
offset_location = UPPER_BODY
/// Layer upon which we add the inner ears overlay
var/inner_layer = EXTERNAL_FRONT
/datum/bodypart_overlay/mutant/cat_ears/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner, is_husked = FALSE)
/datum/bodypart_overlay/mutant/cat_ears/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner, mob/living/carbon/owner)
return ..() && !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
/datum/bodypart_overlay/mutant/cat_ears/get_image(image_layer, obj/item/bodypart/limb)
@@ -174,7 +175,7 @@
base_ears.color = (dye_color || draw_color)
// Only add inner ears on the inner layer
if(image_layer != bitflag_to_layer(inner_layer))
if(image_layer != all_layers[inner_layer])
return base_ears
// Construct image of inner ears, apply to base ears as an overlay
@@ -237,7 +238,7 @@
var/inner_color = "#F0004A"
/datum/bodypart_overlay/mutant/cat_ears/cybernetic/get_image(image_layer, obj/item/bodypart/limb)
if (image_layer != bitflag_to_layer(inner_layer))
if (image_layer != all_layers[inner_layer])
return ..()
var/mutable_appearance/ear_holder = ..()
var/mutable_appearance/inner = ear_holder.overlays[2]
@@ -245,7 +246,7 @@
return ear_holder
/datum/bodypart_overlay/mutant/cat_ears/cybernetic/get_overlay(layer, obj/item/bodypart/limb)
if (layer != inner_layer)
if (layer != all_layers[inner_layer])
return ..()
var/list/all_images = ..()
var/mutable_appearance/ear_holder = all_images[1]