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* Add new surgery tgui (#64579) * Move element to component, start UI, move assets into their own directory * Complete UI * Stop when another surgery is started * Set your real zone since I forgot you actually need to start the surgery too * Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore * Remove unnecessary constructor I was using for something else * Fix signal override * Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
28 lines
679 B
Plaintext
28 lines
679 B
Plaintext
/datum/asset/spritesheet/moods
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name = "moods"
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var/iconinserted = 1
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/datum/asset/spritesheet/moods/create_spritesheets()
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for(var/i in 1 to 9)
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var/target_to_insert = "mood"+"[iconinserted]"
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Insert(target_to_insert, 'icons/hud/screen_gen.dmi', target_to_insert)
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iconinserted++
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/datum/asset/spritesheet/moods/ModifyInserted(icon/pre_asset)
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var/blended_color
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switch(iconinserted)
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if(1)
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blended_color = "#f15d36"
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if(2 to 3)
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blended_color = "#f38943"
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if(4)
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blended_color = "#dfa65b"
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if(5)
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blended_color = "#4b96c4"
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if(6)
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blended_color = "#86d656"
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else
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blended_color = "#2eeb9a"
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pre_asset.Blend(blended_color, ICON_MULTIPLY)
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return pre_asset
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