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Bubberstation/code/_onclick/hud/fullscreen.dm
Cruix d77050d057 Fixed Chameleon clothing not updating your sprite in some cases (#87100)
## About The Pull Request

Whenever you equip or unequip a piece of clothing (or change the
appearance of a chameleon item while wearing it), the game checks to see
if your sprite needs to update the parts of your body that are obscured
by that clothing. However, it only actually updates your sprite if the
item covers a part of your body that is relevant to your sprite. If you
equip an item that hides a part of your body (such as a chameleon helmet
set to something that hides your hair), then transform that item into a
form that no longer covers anything, it will see that the item covers
nothing important and skip trying to update your appearance.

Removing this check will cause update_body() calls to occur slightly
more often, but in the cases where it actually shouldn't update, the
sprite update code will detect that the rendering key for each limb has
not changed and exit without making any sprite changes, so the
performance hit will be minimal.

Similar situation with face-covering chameleon items and sec huds: You
could equip a face-covering chameleon item to make your sec hud arrest
status disappear, change the item to something that does not cover your
face, and then remove it, and your sec hud arrest status would not
update.

## Why It's Good For The Game

## Changelog

🆑
fix: Fixed chameleon clothing sometimes making you bald or hiding other
parts of your sprite.
/🆑

Fixes #83570
# Conflicts:
#	code/modules/mob/living/carbon/human/human_update_icons.dm
2024-11-14 16:05:36 -08:00

228 lines
6.3 KiB
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/mob/proc/overlay_fullscreen(category, type, severity)
var/atom/movable/screen/fullscreen/screen = screens[category]
if (!screen || screen.type != type)
// needs to be recreated
clear_fullscreen(category, FALSE)
screens[category] = screen = new type()
else if ((!severity || severity == screen.severity) && (!client || screen.screen_loc != "CENTER-7,CENTER-7" || screen.view == client.view))
// doesn't need to be updated
return screen
screen.icon_state = "[initial(screen.icon_state)][severity]"
screen.severity = severity
if (client && screen.should_show_to(src))
screen.update_for_view(client.view)
client.screen += screen
if(screen.needs_offsetting)
SET_PLANE_EXPLICIT(screen, PLANE_TO_TRUE(screen.plane), src)
return screen
/mob/proc/clear_fullscreen(category, animated = 10)
var/atom/movable/screen/fullscreen/screen = screens[category]
if(!screen)
return
screens -= category
if(!QDELETED(src) && animated)
animate(screen, alpha = 0, time = animated)
addtimer(CALLBACK(src, PROC_REF(clear_fullscreen_after_animate), screen), animated, TIMER_CLIENT_TIME)
else
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/clear_fullscreen_after_animate(atom/movable/screen/fullscreen/screen)
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/clear_fullscreens()
for(var/category in screens)
clear_fullscreen(category)
/mob/proc/hide_fullscreens()
if(client)
for(var/category in screens)
client.screen -= screens[category]
/mob/proc/reload_fullscreen()
if(client)
var/atom/movable/screen/fullscreen/screen
for(var/category in screens)
screen = screens[category]
if(screen.should_show_to(src))
screen.update_for_view(client.view)
client.screen |= screen
else
client.screen -= screen
/mob/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
. = ..()
if(!same_z_layer)
relayer_fullscreens()
/mob/proc/relayer_fullscreens()
var/turf/our_lad = get_turf(src)
var/offset = GET_TURF_PLANE_OFFSET(our_lad)
for(var/category in screens)
var/atom/movable/screen/fullscreen/screen = screens[category]
if(screen.needs_offsetting)
screen.plane = GET_NEW_PLANE(initial(screen.plane), offset)
INITIALIZE_IMMEDIATE(/atom/movable/screen/fullscreen)
/atom/movable/screen/fullscreen
icon = 'icons/hud/screen_full.dmi'
icon_state = "default"
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
plane = FULLSCREEN_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/view = 7
var/severity = 0
var/show_when_dead = FALSE
var/needs_offsetting = TRUE
/atom/movable/screen/fullscreen/proc/update_for_view(client_view)
if (screen_loc == "CENTER-7,CENTER-7" && view != client_view)
var/list/actualview = getviewsize(client_view)
view = client_view
transform = matrix(actualview[1]/FULLSCREEN_OVERLAY_RESOLUTION_X, 0, 0, 0, actualview[2]/FULLSCREEN_OVERLAY_RESOLUTION_Y, 0)
/atom/movable/screen/fullscreen/proc/should_show_to(mob/mymob)
if(!show_when_dead && mymob.stat == DEAD)
return FALSE
return TRUE
/atom/movable/screen/fullscreen/Destroy()
severity = 0
. = ..()
/atom/movable/screen/fullscreen/brute
icon_state = "brutedamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/oxy
icon_state = "oxydamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/crit
icon_state = "passage"
layer = CRIT_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/crit/vision
icon_state = "oxydamageoverlay"
layer = BLIND_LAYER
/atom/movable/screen/fullscreen/crit/projectile_parry
layer = PARRY_LAYER
/atom/movable/screen/fullscreen/blind
icon_state = "blackimageoverlay"
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/curse
icon_state = "curse"
layer = CURSE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/ivanov_display
icon_state = "ivanov"
alpha = 180
/atom/movable/screen/fullscreen/impaired
icon_state = "impairedoverlay"
/atom/movable/screen/fullscreen/flash
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
/atom/movable/screen/fullscreen/flash/black
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "black"
/atom/movable/screen/fullscreen/flash/static
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "noise"
/atom/movable/screen/fullscreen/high
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "druggy"
/atom/movable/screen/fullscreen/color_vision
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
alpha = 80
/atom/movable/screen/fullscreen/bluespace_sparkle
icon = 'icons/effects/effects.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "shieldsparkles"
layer = FLASH_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
show_when_dead = TRUE
/atom/movable/screen/fullscreen/color_vision/green
color = "#00ff00"
/atom/movable/screen/fullscreen/color_vision/red
color = "#ff0000"
/atom/movable/screen/fullscreen/color_vision/blue
color = "#0000ff"
/atom/movable/screen/fullscreen/cinematic_backdrop
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
plane = SPLASHSCREEN_PLANE
layer = CINEMATIC_LAYER
color = COLOR_BLACK
show_when_dead = TRUE
/atom/movable/screen/fullscreen/lighting_backdrop
icon = 'icons/hud/screen_gen.dmi'
icon_state = "flash"
screen_loc = "WEST,SOUTH to EAST,NORTH"
plane = LIGHTING_PLANE
layer = LIGHTING_ABOVE_ALL
blend_mode = BLEND_OVERLAY
show_when_dead = TRUE
needs_offsetting = FALSE
//Provides darkness to the back of the lighting plane
/atom/movable/screen/fullscreen/lighting_backdrop/lit
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER+21
color = "#000"
//Provides whiteness in case you don't see lights so everything is still visible
/atom/movable/screen/fullscreen/lighting_backdrop/unlit
layer = BACKGROUND_LAYER+20
/atom/movable/screen/fullscreen/see_through_darkness
icon_state = "nightvision"
plane = LIGHTING_PLANE
layer = LIGHTING_ABOVE_ALL
blend_mode = BLEND_ADD
show_when_dead = TRUE
/atom/movable/screen/fullscreen/static_vision
icon = 'icons/hud/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "noise"
color = "#04a8d1"
alpha = 80