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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. /🆑
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@@ -61,9 +61,9 @@
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var/bonus_biotype
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/// If the biotype was added - used to check if we should remove the biotype or not, on organ set loss.
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var/biotype_added = FALSE
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/// Limb overlay to apply upon activation
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var/limb_overlay
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/// Color priority for limb overlay
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/// Limb texture to apply upon activation
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var/limb_texture
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/// Color priority for limb limb_texture
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var/color_overlay_priority
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/datum/status_effect/organ_set_bonus/proc/set_organs(new_value, obj/item/organ/organ)
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@@ -97,22 +97,21 @@
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if(bonus_activate_text)
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to_chat(owner, bonus_activate_text)
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// Add limb overlay
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if(!iscarbon(owner) || !limb_overlay)
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// Add limb texture
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if(!limb_texture)
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return TRUE
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var/mob/living/carbon/carbon_owner = owner
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RegisterSignal(carbon_owner, COMSIG_CARBON_ATTACH_LIMB, PROC_REF(texture_limb))
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RegisterSignal(carbon_owner, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(untexture_limb))
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RegisterSignal(owner, COMSIG_CARBON_ATTACH_LIMB, PROC_REF(texture_limb))
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RegisterSignal(owner, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(untexture_limb))
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for(var/obj/item/bodypart/limb as anything in carbon_owner.get_bodyparts())
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for(var/obj/item/bodypart/limb as anything in owner.get_bodyparts())
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if (!(limb.bodytype & BODYTYPE_ORGANIC))
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continue
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limb.add_bodypart_overlay(new limb_overlay(), update = FALSE)
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limb.add_bodypart_texture(limb_texture, update = FALSE)
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if (color_overlay_priority)
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limb.add_color_override(COLOR_WHITE, color_overlay_priority)
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carbon_owner.update_body()
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owner.update_body()
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return TRUE
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/datum/status_effect/organ_set_bonus/proc/disable_bonus(obj/item/organ/removed_organ)
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@@ -130,24 +129,20 @@
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to_chat(owner, bonus_deactivate_text)
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// Remove limb overlay
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if(!iscarbon(owner) || !limb_overlay)
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if(!limb_texture)
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return
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var/mob/living/carbon/carbon_owner = owner
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UnregisterSignal(carbon_owner, list(COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
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UnregisterSignal(owner, list(COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
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if(QDELETED(carbon_owner))
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if(QDELETED(owner))
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return
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for(var/obj/item/bodypart/limb as anything in carbon_owner.get_bodyparts())
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var/overlay = locate(limb_overlay) in limb.bodypart_overlays
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if(!overlay)
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continue
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limb.remove_bodypart_overlay(overlay, update = FALSE)
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for(var/obj/item/bodypart/limb as anything in owner.get_bodyparts())
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limb.remove_bodypart_texture(limb_texture, update = FALSE)
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if (color_overlay_priority)
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limb.remove_color_override(color_overlay_priority)
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carbon_owner.update_body()
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owner.update_body()
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/datum/status_effect/organ_set_bonus/proc/texture_limb(atom/source, obj/item/bodypart/limb)
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SIGNAL_HANDLER
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@@ -156,16 +151,13 @@
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return
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// 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
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limb.add_bodypart_overlay(new limb_overlay(), update = FALSE)
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limb.add_bodypart_texture(limb_texture, update = FALSE)
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if(color_overlay_priority)
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limb.add_color_override(COLOR_WHITE, color_overlay_priority)
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/datum/status_effect/organ_set_bonus/proc/untexture_limb(atom/source, obj/item/bodypart/limb)
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SIGNAL_HANDLER
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var/overlay = locate(limb_overlay) in limb.bodypart_overlays
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if(!overlay)
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return
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limb.remove_bodypart_overlay(overlay, update = FALSE)
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limb.remove_bodypart_texture(limb_texture, update = FALSE)
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if(color_overlay_priority)
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limb.remove_color_override(color_overlay_priority)
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