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* Reworks how legs are rendered yet again because it was very convaluted i hated it * merge conflicts * correct comment * Fixes husk appearances not working, adds a screenshot test for it (#72190) ## About The Pull Request Fixes #72159 Before this proc used to early return when the limb was husked The leg refactor changed it to no longer early return and as a result it overrided the generated husk icon with a normal limb icon So I just wrapped even more of the proc in `!is_husked`, since like most of it is not supposed to run Screenshot tests husks too ## Why It's Good For The Game Husks are good(?) ## Changelog 🆑 Melbert fix: Husked bodies look husked again /🆑 Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
14 lines
693 B
Plaintext
14 lines
693 B
Plaintext
/// A screenshot test for making sure invisible limbs function, keeping them clothed so we know they're there.
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/datum/unit_test/screenshot_saturnx
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/datum/unit_test/screenshot_saturnx/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/dummy/consistent) //we don't use a dummy as they have no organs
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human.equipOutfit(/datum/outfit/job/assistant/consistent, visualsOnly = TRUE)
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var/datum/reagent/drug/saturnx/saturnx_reagent = new()
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saturnx_reagent.expose_atom(human, 15)
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saturnx_reagent.turn_man_invisible(human, requires_liver = FALSE) //immediately turn us invisible
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test_screenshot("invisibility", get_flat_icon_for_all_directions(human, no_anim = FALSE))
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