Monkeys can now wear hats! Monkeys can now also wear all masks, instead of the select few they had icons for (which have been removed, since they are no longer needed)

This commit is contained in:
Remie Richards
2015-03-26 15:23:52 +00:00
parent a86b757d93
commit 5b20448e2b
13 changed files with 75 additions and 15 deletions
+1
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@@ -54,6 +54,7 @@
#define ui_borg_camera "CENTER+3:21,SOUTH:5" //borgs
#define ui_borg_album "CENTER+4:21,SOUTH:5" //borgs
#define ui_monkey_head "CENTER-4:13,SOUTH:5" //monkey
#define ui_monkey_mask "CENTER-3:14,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:15,SOUTH:5" //monkey
+9
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@@ -73,6 +73,15 @@
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_monkey_head
inv_box.slot_id = slot_head
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
+1
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@@ -350,6 +350,7 @@
<HR>
<B><FONT size=3>[name]</FONT></B>
<HR>
<BR><B>Head:</B> <A href='?src=\ref[src];item=[slot_head]'> [(head && !(head.flags&ABSTRACT)) ? head : "Nothing"]</A>
<BR><B>Mask:</B> <A href='?src=\ref[src];item=[slot_wear_mask]'> [(wear_mask && !(wear_mask.flags&ABSTRACT)) ? wear_mask : "Nothing"]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=[slot_l_hand]'> [(l_hand && !(l_hand.flags&ABSTRACT)) ? l_hand : "Nothing"]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=[slot_r_hand]'> [(r_hand && !(r_hand.flags&ABSTRACT)) ? r_hand : "Nothing"]</A>"}
@@ -13,6 +13,7 @@
var/obj/item/back = null
var/obj/item/clothing/mask/wear_mask = null
var/obj/item/weapon/tank/internal = null
var/obj/item/head = null
var/datum/dna/dna = null//Carbon
var/heart_attack = 0
@@ -31,7 +31,6 @@
var/obj/item/belt = null
var/obj/item/gloves = null
var/obj/item/glasses = null
var/obj/item/head = null
var/obj/item/ears = null
var/obj/item/wear_id = null
var/obj/item/r_store = null
@@ -268,11 +268,6 @@
else if(I == glasses)
glasses = null
update_inv_glasses(0)
else if(I == head)
head = null
if(I.flags & BLOCKHAIR)
update_hair(0) //rebuild hair
update_inv_head(0)
else if(I == ears)
ears = null
update_inv_ears(0)
@@ -138,7 +138,7 @@ Please contact me on #coderbus IRC. ~Carnie x
//HAIR OVERLAY
/mob/living/carbon/human/proc/update_hair()
/mob/living/carbon/human/update_hair()
//Reset our hair
remove_overlay(HAIR_LAYER)
+16 -1
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@@ -4,6 +4,8 @@
return back
if(slot_wear_mask)
return wear_mask
if(slot_head)
return head
if(slot_handcuffed)
return handcuffed
if(slot_legcuffed)
@@ -12,4 +14,17 @@
return l_hand
if(slot_r_hand)
return r_hand
return null
return null
/mob/living/carbon/unEquip(obj/item/I)
. = ..()
if(!. || !I)
return
if(I == head)
head = null
if(I.flags & BLOCKHAIR)
update_hair(0)
update_inv_head(0)
@@ -3,8 +3,10 @@
if (src.handcuffed)
msg += "It is \icon[src.handcuffed] handcuffed!\n"
if (src.head)
msg += "It has \icon[src.head] \a [src.head] on its head. \n"
if (src.wear_mask)
msg += "It has \icon[src.wear_mask] \a [src.wear_mask] on its head.\n"
msg += "It has \icon[src.wear_mask] \a [src.wear_mask] on its face.\n"
if (src.l_hand)
msg += "It has \icon[src.l_hand] \a [src.l_hand] in its left hand.\n"
if (src.r_hand)
@@ -14,6 +14,12 @@
if( !(I.slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_head)
if(head)
return 0
if( !(I.slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_back)
if(back)
return 0
@@ -43,6 +49,10 @@
wear_mask = I
I.equipped(src, slot)
update_inv_wear_mask(redraw_mob)
if(slot_head)
head = I
I.equipped(src, slot)
update_inv_head(redraw_mob)
if(slot_handcuffed)
handcuffed = I
update_inv_handcuffed(redraw_mob)
@@ -70,3 +80,6 @@
I.loc = src
I.equipped(src, slot)
I.layer = 20
@@ -1,11 +1,12 @@
//Monkey Overlays Indexes////////
#define M_FIRE_LAYER 6
#define M_MASK_LAYER 5
#define M_FIRE_LAYER 7
#define M_MASK_LAYER 6
#define M_HEAD_LAYER 5
#define M_BACK_LAYER 4
#define M_HANDCUFF_LAYER 3
#define M_L_HAND_LAYER 2
#define M_R_HAND_LAYER 1
#define M_TOTAL_LAYERS 6
#define M_TOTAL_LAYERS 7
/////////////////////////////////
/mob/living/carbon/monkey
@@ -14,6 +15,7 @@
/mob/living/carbon/monkey/regenerate_icons()
..()
update_inv_wear_mask(0)
update_inv_head(0)
update_inv_back(0)
update_inv_r_hand(0)
update_inv_l_hand(0)
@@ -39,7 +41,7 @@
if(client && hud_used)
client.screen += wear_mask
overlays -= overlays_standing[M_MASK_LAYER]
var/image/standing = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "[wear_mask.icon_state]", "layer" = -M_MASK_LAYER)
var/image/standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]", "layer" = -M_MASK_LAYER)
if(!istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA )
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
overlays_standing[M_MASK_LAYER] = standing
@@ -50,6 +52,21 @@
if(update_icons) update_icons()
/mob/living/carbon/monkey/update_inv_head(var/update_icons=1)
if(head)
head.screen_loc = ui_monkey_head
if(client && hud_used)
client.screen += head
overlays -= overlays_standing[M_HEAD_LAYER]
var/image/standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]", "layer" = -M_HEAD_LAYER)
overlays_standing[M_HEAD_LAYER] = standing
overlays += overlays_standing[M_HEAD_LAYER]
else
overlays -= overlays_standing[M_HEAD_LAYER]
overlays_standing[M_HEAD_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/monkey/update_inv_r_hand(var/update_icons=1)
if (handcuffed)
drop_r_hand()
@@ -61,7 +78,9 @@
var/t_state = r_hand.item_state
if(!t_state) t_state = r_hand.icon_state
overlays -= overlays_standing[M_R_HAND_LAYER]
overlays_standing[M_R_HAND_LAYER] = image("icon" = r_hand.righthand_file, "icon_state" = t_state, "layer" = -M_R_HAND_LAYER)
var/image/standing = image("icon" = r_hand.righthand_file, "icon_state" = t_state, "layer" = -M_R_HAND_LAYER)
standing.pixel_y = 2
overlays_standing[M_R_HAND_LAYER] = standing
overlays += overlays_standing[M_R_HAND_LAYER]
else
overlays -= overlays_standing[M_R_HAND_LAYER]
@@ -80,7 +99,9 @@
var/t_state = l_hand.item_state
if(!t_state) t_state = l_hand.icon_state
overlays -= overlays_standing[M_L_HAND_LAYER]
overlays_standing[M_L_HAND_LAYER] = image("icon" = l_hand.lefthand_file, "icon_state" = t_state, "layer" = -M_L_HAND_LAYER)
var/image/standing = image("icon" = l_hand.lefthand_file, "icon_state" = t_state, "layer" = -M_L_HAND_LAYER)
standing.pixel_y = 2
overlays_standing[M_L_HAND_LAYER] = standing
overlays += overlays_standing[M_L_HAND_LAYER]
else
overlays -= overlays_standing[M_L_HAND_LAYER]
+3
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@@ -43,6 +43,9 @@
/mob/proc/update_inv_head()
return
/mob/proc/update_hair()
return
/mob/proc/update_inv_gloves()
return
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