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d3d3a12540
## About The Pull Request 516 requires float layered overlays to be using pixel_w and pixel_z instead of pixel_x and pixel_y respectively, unless we want visual/layering errors. This makes sense, as w,z are for visual effects only. Sadly seems we were not entirely consistent in this, and many things seem to have been using x,y incorrectly. This hopefully fixes that, and thus also fixes layering issues. Complete 1:1 compatibility not guaranteed. I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming inside apply_overlays), and this is still included in the PR to flash out possible issues in a TM (Plus I will need someone to grep the runtimes for me after the TM period to make sure nothing was missed). After this is done I'll remove all these extra checks. Lints will probably be failing for a bit, got to wait for [this update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d) to them to make it into release. Or just unlint the lines, though that's probably gonna produce code debt ## Why It's Good For The Game Fixes this massive 516 mess, hopefully. closes #90281 ## Changelog 🆑 refactor: Changed many of our use cases for pixel_x and pixel_y correctly into pixel_w and pixel_z, fixing layering issues in the process. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
51 lines
1.9 KiB
Plaintext
51 lines
1.9 KiB
Plaintext
/**
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* Basic handling for showing held items in a mob's hands
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*/
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/datum/component/basic_inhands
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/// Layer index we show our inhands upon
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var/display_layer
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/// Y offset to apply to inhands
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var/y_offset
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/// X offset to apply to inhands, is inverted for the left hand
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var/x_offset
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/// What overlays are we currently showing?
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var/list/cached_overlays
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/datum/component/basic_inhands/Initialize(display_layer = 1, y_offset = 0, x_offset = 0)
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. = ..()
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if (!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.display_layer = display_layer
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src.y_offset = y_offset
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src.x_offset = x_offset
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cached_overlays = list()
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/datum/component/basic_inhands/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_updated_overlays))
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RegisterSignal(parent, COMSIG_MOB_UPDATE_HELD_ITEMS, PROC_REF(on_updated_held_items))
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/datum/component/basic_inhands/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_MOB_UPDATE_HELD_ITEMS))
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/// When your overlays update, add your held overlays
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/datum/component/basic_inhands/proc/on_updated_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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overlays += cached_overlays
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/// When your number of held items changes, regenerate held icons
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/datum/component/basic_inhands/proc/on_updated_held_items(mob/living/holding_mob)
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SIGNAL_HANDLER
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var/list/held_overlays = list()
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for(var/obj/item/held in holding_mob.held_items)
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var/is_right = IS_RIGHT_INDEX(holding_mob.get_held_index_of_item(held))
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var/icon_file = is_right ? held.righthand_file : held.lefthand_file
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var/mutable_appearance/held_overlay = held.build_worn_icon(default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
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held_overlay.pixel_z += y_offset
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held_overlay.pixel_w += x_offset * (is_right ? 1 : -1)
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held_overlays += held_overlay
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cached_overlays = held_overlays
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holding_mob.update_appearance(UPDATE_OVERLAYS)
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