Files
Bubberstation/code/game/objects/structures/headpike.dm
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## 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](4b77cd487d)
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>
2025-03-28 14:18:45 +00:00

87 lines
2.2 KiB
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/obj/structure/headpike
name = "spooky head on a spear"
desc = "When you really want to send a message."
icon = 'icons/obj/structures.dmi'
icon_state = "headpike"
density = FALSE
anchored = TRUE
var/obj/item/spear/spear
var/obj/item/spear/speartype = /obj/item/spear
var/obj/item/bodypart/head/victim
/obj/structure/headpike/bone //for bone spears
icon_state = "headpike-bone"
speartype = /obj/item/spear/bonespear
/obj/structure/headpike/bamboo //for bamboo spears
icon_state = "headpike-bamboo"
speartype = /obj/item/spear/bamboospear
/obj/structure/headpike/military //for military spears
icon_state = "headpike-military"
speartype = /obj/item/spear/military
/obj/structure/headpike/Initialize(mapload)
. = ..()
if(mapload)
CheckParts()
pixel_x = rand(-8, 8)
/obj/structure/headpike/Destroy()
QDEL_NULL(victim)
QDEL_NULL(spear)
return ..()
/obj/structure/headpike/CheckParts(list/parts_list)
victim = locate() in parts_list
if(!victim) //likely a mapspawned one
victim = new(src)
victim.real_name = generate_random_name()
spear = locate(speartype) in parts_list
if(!spear)
spear = new speartype(src)
update_appearance()
return ..()
/obj/structure/headpike/update_name()
name = "[victim.real_name] on a [spear.name]"
return ..()
/obj/structure/headpike/update_overlays()
. = ..()
if(!victim)
return
var/mutable_appearance/appearance = new()
appearance.copy_overlays(victim)
appearance.pixel_z = 12
appearance.layer = layer + 0.1
. += appearance
/obj/structure/headpike/Exited(atom/movable/gone, direction)
. = ..()
if(gone != victim && gone != spear)
return
if(gone == victim)
victim = null
if(gone == spear)
spear = null
if(!QDELETED(src))
deconstruct(TRUE)
/obj/structure/headpike/atom_deconstruct(disassembled)
var/obj/item/bodypart/head/our_head = victim
var/obj/item/spear/our_spear = spear
victim = null
spear = null
our_head?.forceMove(drop_location()) //Make sure the head always comes off
if(!disassembled)
return ..()
our_spear?.forceMove(drop_location())
/obj/structure/headpike/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
to_chat(user, span_notice("You take down [src]."))
deconstruct(TRUE)