Cuter spiderlings (#76532)

## About The Pull Request

I hate looking at spiderlings. Mostly because they're an extremely fast
mob with no directional sprites or animations, so they appear to be a
rapid floating overlay.
I made some new ones. I don't know if they're objectively better but _I_
like them more.

Before:

![image](https://github.com/tgstation/tgstation/assets/7483112/ef561c4f-6d34-4ed2-a486-cd42f06f5648)

After:

![image](https://github.com/tgstation/tgstation/assets/7483112/7c073166-a956-4f7f-8dac-21d1a0f0a868)

Unlike the old sprites they also have directional states and movement
animations so you can scurry around really fast without being a static
image (maybe they shouldn't be so fast? A question for another PR).
I spent like 30 minutes looking at GAGs and then realised not only would
the colours be a pain in the ass but it doesn't support movement states
anyway.

Additionally I made the "dead spiderling" item inherit the dead
spiderling icon state from that spiderling instead of always being the
generic one.

Oh also I think a typo made baby tarantulas completely invisible.

## Why It's Good For The Game

I hate looking at spiderlings.

## Changelog

🆑
image: New directional sprites for spiderlings, with movement
animations.
fix: Dead spiderlings will be the same colour as they were when they
were alive.
fix: Tarantula spiderlings are no longer invisible,
/🆑
This commit is contained in:
Jacquerel
2023-07-05 03:17:29 +01:00
committed by GitHub
parent 86c13c4eb1
commit 6e288185bc
5 changed files with 6 additions and 5 deletions
@@ -52,6 +52,8 @@
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
add_overlay(image(icon = src.icon, icon_state = "spiderling_click_underlay", layer = BELOW_MOB_LAYER))
// the proc that handles passtable is nice but we should always be able to pass through table since we're so small so we can eschew adding that here
pass_flags |= PASSTABLE
add_traits(list(TRAIT_PASSTABLE, TRAIT_VENTCRAWLER_ALWAYS, TRAIT_WEB_SURFER), INNATE_TRAIT)
@@ -84,6 +86,7 @@
if(isturf(get_turf(loc)) && (basic_mob_flags & DEL_ON_DEATH || gibbed))
var/obj/item/food/spiderling/dead_spider = new(loc) // mmm yummy
dead_spider.name = name
dead_spider.icon_state = icon_dead
return ..()
@@ -5,8 +5,6 @@
grow_as = /mob/living/basic/giant_spider/guard
name = "guard spiderling"
desc = "Furry and brown, it looks defenseless. This one has sparkling red eyes."
icon_state = "guard_spiderling"
icon_dead = "guard_spiderling_dead"
menu_description = "Furry and brown, specializing in defense of the hive and other spides."
/// Will differentiate into the "ambush" giant spider.
@@ -80,7 +78,7 @@
grow_as = /mob/living/basic/giant_spider/tarantula
name = "tarantula_spiderling"
desc = "Furry and black, it looks defenseless. This one has abyssal red eyes."
icon_state = "taratula_spiderling"
icon_state = "tarantula_spiderling"
icon_dead = "tarantula_spiderling_dead"
menu_description = "Tank spider variant with an enormous amount of health and damage, but is very slow when not on webbing. It also has a charge ability to close distance with a target after a small windup."
gold_core_spawnable = NO_SPAWN