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 12:15:16 +02:00
committed by AnturK
parent 572696292a
commit ff3f84ab81
151 changed files with 763 additions and 921 deletions
+16 -16
View File
@@ -37,10 +37,10 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
//These variables store hair data if the ghost originates from a species with head and/or facial hair.
var/hair_style
var/hair_color
var/image/hair_image
var/mutable_appearance/hair_overlay
var/facial_hair_style
var/facial_hair_color
var/image/facial_hair_image
var/mutable_appearance/facial_hair_overlay
var/updatedir = 1 //Do we have to update our dir as the ghost moves around?
var/lastsetting = null //Stores the last setting that ghost_others was set to, for a little more efficiency when we update ghost images. Null means no update is necessary
@@ -161,13 +161,13 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
ghost_accs = client.prefs.ghost_accs
ghost_others = client.prefs.ghost_others
if(hair_image)
cut_overlay(hair_image)
hair_image = null
if(hair_overlay)
cut_overlay(hair_overlay)
hair_overlay = null
if(facial_hair_image)
cut_overlay(facial_hair_image)
facial_hair_image = null
if(facial_hair_overlay)
cut_overlay(facial_hair_overlay)
facial_hair_overlay = null
if(new_form)
@@ -188,19 +188,19 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
if(facial_hair_style)
S = GLOB.facial_hair_styles_list[facial_hair_style]
if(S)
facial_hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER)
facial_hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(facial_hair_color)
facial_hair_image.color = "#" + facial_hair_color
facial_hair_image.alpha = 200
add_overlay(facial_hair_image)
facial_hair_overlay.color = "#" + facial_hair_color
facial_hair_overlay.alpha = 200
add_overlay(facial_hair_overlay)
if(hair_style)
S = GLOB.hair_styles_list[hair_style]
if(S)
hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER)
hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(hair_color)
hair_image.color = "#" + hair_color
hair_image.alpha = 200
add_overlay(hair_image)
hair_overlay.color = "#" + hair_color
hair_overlay.alpha = 200
add_overlay(hair_overlay)
/*
* Increase the brightness of a color by calculating the average distance between the R, G and B values,