Replaces /image with /mutable_appearance, where appropriate (#26518)

In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
This commit is contained in:
MrPerson
2017-04-25 03:15:16 -07:00
committed by AnturK
parent 572696292a
commit ff3f84ab81
151 changed files with 763 additions and 921 deletions
+10 -10
View File
@@ -513,7 +513,7 @@
var/charged = 1
var/charge_time = 16
var/atom/mark = null
var/marked_image = null
var/mutable_appearance/marked_underlay
/obj/item/projectile/destabilizer
name = "destabilizing force"
@@ -530,15 +530,16 @@
if(hammer_synced.mark == target)
return ..()
if(isliving(target))
if(hammer_synced.mark && hammer_synced.marked_image)
hammer_synced.mark.underlays -= hammer_synced.marked_image
hammer_synced.marked_image = null
if(hammer_synced.mark && hammer_synced.marked_underlay)
hammer_synced.mark.underlays -= hammer_synced.marked_underlay
hammer_synced.marked_underlay = null
var/mob/living/L = target
if(L.mob_size >= MOB_SIZE_LARGE)
hammer_synced.mark = L
var/image/I = image('icons/effects/effects.dmi', loc = L, icon_state = "shield2",pixel_y = (-L.pixel_y),pixel_x = (-L.pixel_x))
L.underlays += I
hammer_synced.marked_image = I
hammer_synced.marked_underlay = mutable_appearance('icons/effects/effects.dmi', "shield2")
hammer_synced.marked_underlay.pixel_x = -L.pixel_x
hammer_synced.marked_underlay.pixel_y = -L.pixel_y
L.underlays += hammer_synced.marked_underlay
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
var/turf/closed/mineral/M = target_turf
@@ -570,9 +571,8 @@
new /obj/effect/overlay/temp/kinetic_blast(get_turf(L))
mark = 0
if(L.mob_size >= MOB_SIZE_LARGE)
L.underlays -= marked_image
qdel(marked_image)
marked_image = null
L.underlays -= marked_underlay
QDEL_NULL(marked_underlay)
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = "bomb")
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
+6 -6
View File
@@ -69,9 +69,9 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
if(uses_left <= 0)
user.drop_item(src)
loc = A
var/image/balloon
var/image/balloon2
var/image/balloon3
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.Weaken(16) // Keep them from moving during the duration of the extraction
@@ -82,12 +82,12 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.loc = holder_obj
balloon2 = image('icons/obj/fulton_balloon.dmi',"fulton_expand")
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = image('icons/obj/fulton_balloon.dmi',"fulton_balloon")
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
@@ -121,7 +121,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = image('icons/obj/fulton_balloon.dmi',"fulton_retract")
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
+3 -4
View File
@@ -68,9 +68,8 @@
user.setDir(SOUTH)
user.Stun(4)
user.loc = src.loc
var/image/W = image('goon/icons/obj/fitness.dmi',"fitnessweight-w")
W.layer = WALL_OBJ_LAYER
add_overlay(W)
var/mutable_appearance/swole_overlay = mutable_appearance(icon, "fitnessweight-w", WALL_OBJ_LAYER)
add_overlay(swole_overlay)
var/bragmessage = pick("pushing it to the limit","going into overdrive","burning with determination","rising up to the challenge", "getting strong now","getting ripped")
user.visible_message("<B>[user] is [bragmessage]!</B>")
var/reps = 0
@@ -93,5 +92,5 @@
animate(user, pixel_y = 0, time = 3)
var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!")
icon_state = "fitnessweight"
cut_overlay(W)
cut_overlay(swole_overlay)
to_chat(user, "[finishmessage]")
+1 -1
View File
@@ -392,7 +392,7 @@
return
if (CC.use(1))
add_overlay(image('icons/obj/economy.dmi',"coin_string_overlay"))
add_overlay("coin_string_overlay")
string_attached = 1
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
else