[MIRROR] Fix royal alien pixel offset, change getter to variable (#1641)

* Fix royal alien pixel offset, change getter to variable (#54706)

Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)

Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.

Also corrected a few random things that weren't using base pixels but should have been.

* Fix royal alien pixel offset, change getter to variable

* Update pixel_shift.dm

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
This commit is contained in:
SkyratBot
2020-11-11 02:47:05 +00:00
committed by GitHub
co-authored by Yenwodyah Azarak
parent 2ff5f9b259
commit 8db24d79e6
13 changed files with 37 additions and 59 deletions
@@ -65,14 +65,14 @@
"<span class='hear'>You hear squelching...</span>")
/obj/structure/bed/nest/post_buckle_mob(mob/living/M)
M.pixel_y = 0
M.pixel_x = initial(M.pixel_x) + 2
M.pixel_y = M.base_pixel_y
M.pixel_x = M.base_pixel_x + 2
M.layer = BELOW_MOB_LAYER
add_overlay(nest_overlay)
/obj/structure/bed/nest/post_unbuckle_mob(mob/living/M)
M.pixel_x = M.base_pixel_x + M.get_standard_pixel_x_offset(M.body_position == LYING_DOWN)
M.pixel_y = M.base_pixel_y + M.get_standard_pixel_y_offset(M.body_position == LYING_DOWN)
M.pixel_x = M.base_pixel_x + M.body_position_pixel_x_offset
M.pixel_y = M.base_pixel_y + M.body_position_pixel_y_offset
M.layer = initial(M.layer)
cut_overlay(nest_overlay)
@@ -90,7 +90,8 @@
/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
density = TRUE
icon_state = "up"
M.pixel_y = initial(M.pixel_y)
//Push them up from the normal lying position
M.pixel_y = M.base_pixel_y
/obj/structure/bed/roller/Moved()
. = ..()
@@ -101,8 +102,8 @@
/obj/structure/bed/roller/post_unbuckle_mob(mob/living/M)
density = FALSE
icon_state = "down"
M.pixel_x = M.base_pixel_x + M.get_standard_pixel_x_offset(M.body_position == LYING_DOWN)
M.pixel_y = M.base_pixel_y + M.get_standard_pixel_y_offset(M.body_position == LYING_DOWN)
//Set them back down to the normal lying position
M.pixel_y = M.base_pixel_y + M.body_position_pixel_y_offset
/obj/item/roller
@@ -82,7 +82,7 @@
var/matrix/m180 = matrix(L.transform)
m180.Turn(180)
animate(L, transform = m180, time = 3)
L.pixel_y = L.get_standard_pixel_y_offset(TRUE)
L.pixel_y = L.base_pixel_y + PIXEL_Y_OFFSET_LYING
else if (has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
user_unbuckle_mob(L, user)
@@ -124,7 +124,7 @@
var/matrix/m180 = matrix(M.transform)
m180.Turn(180)
animate(M, transform = m180, time = 3)
M.pixel_y = M.base_pixel_y + M.get_standard_pixel_y_offset(TRUE)
M.pixel_y = M.base_pixel_y + PIXEL_Y_OFFSET_LYING
M.adjustBruteLoss(30)
src.visible_message(text("<span class='danger'>[M] falls free of [src]!</span>"))
unbuckle_mob(M,force=1)