[ready]Makes bIcon better (#29690)

Goonchat will use the asset cache, you now have to specify who to send the icons too.

Goonchat will now load icons in the background, displaying them once they load. this prevents the message from being delayed while the icons are sent.

Icons that aren't preloaded using the asset cache system will not render on ie8 clients. This is because of a ie8 bug that prevents changes on runtime created images from rendering.
This commit is contained in:
Kyle Spier-Swenson
2017-08-13 15:40:50 -07:00
committed by oranges
parent d7da0b0de4
commit f2cf4c2f5c
67 changed files with 356 additions and 220 deletions
+5 -5
View File
@@ -20,12 +20,12 @@
var/mob/living/simple_animal/bot/mulebot/M = holder
switch(wire)
if(WIRE_POWER1, WIRE_POWER2)
holder.visible_message("<span class='notice'>[bicon(M)] The charge light flickers.</span>")
holder.visible_message("<span class='notice'>[icon2html(M, viewers(holder))] The charge light flickers.</span>")
if(WIRE_AVOIDANCE)
holder.visible_message("<span class='notice'>[bicon(M)] The external warning lights flash briefly.</span>")
holder.visible_message("<span class='notice'>[icon2html(M, viewers(holder))] The external warning lights flash briefly.</span>")
if(WIRE_LOADCHECK)
holder.visible_message("<span class='notice'>[bicon(M)] The load platform clunks.</span>")
holder.visible_message("<span class='notice'>[icon2html(M, viewers(holder))] The load platform clunks.</span>")
if(WIRE_MOTOR1, WIRE_MOTOR2)
holder.visible_message("<span class='notice'>[bicon(M)] The drive motor whines briefly.</span>")
holder.visible_message("<span class='notice'>[icon2html(M, viewers(holder))] The drive motor whines briefly.</span>")
else
holder.visible_message("<span class='notice'>[bicon(M)] You hear a radio crackle.</span>")
holder.visible_message("<span class='notice'>[icon2html(M, viewers(holder))] You hear a radio crackle.</span>")
+1 -1
View File
@@ -25,7 +25,7 @@
if(WIRE_INTERFACE)
C.interface_control = !C.interface_control
if(WIRE_LIMIT)
C.visible_message("[bicon(C)]<b>[C]</b> makes a large whirring noise.")
C.visible_message("[icon2html(C, viewers(holder))]<b>[C]</b> makes a large whirring noise.")
/datum/wires/particle_accelerator/control_box/on_cut(wire, mend)
var/obj/machinery/particle_accelerator/control_box/C = holder
+12 -12
View File
@@ -19,21 +19,21 @@
switch(wire)
if(WIRE_BOOM)
if(B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
holder.visible_message("<span class='danger'>[icon2html(B, viewers(holder))] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
tell_admins(B)
if(WIRE_UNBOLT)
holder.visible_message("<span class='notice'>[bicon(B)] The bolts spin in place for a moment.</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The bolts spin in place for a moment.</span>")
if(WIRE_DELAY)
if(B.delayedbig)
holder.visible_message("<span class='notice'>[bicon(B)] The bomb has already been delayed.</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The bomb has already been delayed.</span>")
else
holder.visible_message("<span class='notice'>[bicon(B)] The bomb chirps.</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The bomb chirps.</span>")
playsound(B, 'sound/machines/chime.ogg', 30, 1)
B.detonation_timer += 300
B.delayedbig = TRUE
if(WIRE_PROCEED)
holder.visible_message("<span class='danger'>[bicon(B)] The bomb buzzes ominously!</span>")
holder.visible_message("<span class='danger'>[icon2html(B, viewers(holder))] The bomb buzzes ominously!</span>")
playsound(B, 'sound/machines/buzz-sigh.ogg', 30, 1)
var/seconds = B.seconds_remaining()
if(seconds >= 61) // Long fuse bombs can suddenly become more dangerous if you tinker with them.
@@ -44,13 +44,13 @@
B.detonation_timer = world.time + 100
if(WIRE_ACTIVATE)
if(!B.active && !B.defused)
holder.visible_message("<span class='danger'>[bicon(B)] You hear the bomb start ticking!</span>")
holder.visible_message("<span class='danger'>[icon2html(B, viewers(holder))] You hear the bomb start ticking!</span>")
B.activate()
B.update_icon()
else if(B.delayedlittle)
holder.visible_message("<span class='notice'>[bicon(B)] Nothing happens.</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] Nothing happens.</span>")
else
holder.visible_message("<span class='notice'>[bicon(B)] The bomb seems to hesitate for a moment.</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The bomb seems to hesitate for a moment.</span>")
B.detonation_timer += 100
B.delayedlittle = TRUE
@@ -62,24 +62,24 @@
B.defused = FALSE // Cutting and mending all the wires of an inactive bomb will thus cure any sabotage.
else
if(B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
holder.visible_message("<span class='danger'>[icon2html(B, viewers(holder))] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
tell_admins(B)
else
B.defused = TRUE
if(WIRE_UNBOLT)
if(!mend && B.anchored)
holder.visible_message("<span class='notice'>[bicon(B)] The bolts lift out of the ground!</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The bolts lift out of the ground!</span>")
playsound(B, 'sound/effects/stealthoff.ogg', 30, 1)
B.anchored = FALSE
if(WIRE_PROCEED)
if(!mend && B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
holder.visible_message("<span class='danger'>[icon2html(B, viewers(holder))] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
tell_admins(B)
if(WIRE_ACTIVATE)
if(!mend && B.active)
holder.visible_message("<span class='notice'>[bicon(B)] The timer stops! The bomb has been defused!</span>")
holder.visible_message("<span class='notice'>[icon2html(B, viewers(holder))] The timer stops! The bomb has been defused!</span>")
B.active = FALSE
B.defused = TRUE
B.update_icon()