mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
@@ -138,21 +138,18 @@
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desc = "A pair of kitty ears. Meow!"
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desc = "A pair of kitty ears. Meow!"
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icon_state = "kitty"
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icon_state = "kitty"
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body_parts_covered = 0
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body_parts_covered = 0
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var/icon/mob
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var/icon/mob2
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siemens_coefficient = 1.5
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siemens_coefficient = 1.5
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item_icons = list()
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update_icon(var/mob/living/carbon/human/user)
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update_icon(var/mob/living/carbon/human/user)
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if(!istype(user)) return
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if(!istype(user)) return
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mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
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var/icon/ears = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
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mob2 = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty2")
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ears.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
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mob.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
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mob2.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
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var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
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var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
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var/icon/earbit2 = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner2")
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ears.Blend(earbit, ICON_OVERLAY)
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mob.Blend(earbit, ICON_OVERLAY)
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mob2.Blend(earbit2, ICON_OVERLAY)
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item_icons[icon_head] = ears
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/obj/item/clothing/head/richard
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/obj/item/clothing/head/richard
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name = "chicken mask"
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name = "chicken mask"
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@@ -686,17 +686,24 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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if(head)
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if(head)
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head.screen_loc = ui_head //TODO
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head.screen_loc = ui_head //TODO
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var/image/standing
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if(istype(head,/obj/item/clothing/head/kitty))
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//Determine the icon to use
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standing = image("icon" = head:mob)
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var/t_icon = INV_HEAD_DEF_ICON
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else
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if(head.icon_override)
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if(head.icon_override)
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t_icon = head.icon_override
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standing = image("icon" = head.icon_override, "icon_state" = "[head.icon_state]")
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else if(head.sprite_sheets && head.sprite_sheets[species.name])
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else if(head.sprite_sheets && head.sprite_sheets[species.name])
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t_icon = head.sprite_sheets[species.name]
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standing = image("icon" = head.sprite_sheets[species.name], "icon_state" = "[head.icon_state]")
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else if(head.item_icons && (icon_head in head.item_icons))
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else
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t_icon = head.item_icons[icon_head]
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standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]")
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//Determine the state to use
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var/t_state = head.icon_state
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if(head.item_state)
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t_state = head.item_state
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//Create the image
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var/image/standing = image(icon = t_icon, icon_state = t_state)
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if(head.blood_DNA)
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if(head.blood_DNA)
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var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
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var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
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bloodsies.color = head.blood_color
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bloodsies.color = head.blood_color
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@@ -2,6 +2,7 @@
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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//default item on-mob icons
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//default item on-mob icons
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#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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@@ -8,6 +8,7 @@
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gender = PLURAL
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gender = PLURAL
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icon = 'icons/obj/bureaucracy.dmi'
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "paper"
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icon_state = "paper"
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item_state = "paper"
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throwforce = 0
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throwforce = 0
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w_class = 1.0
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w_class = 1.0
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throw_range = 1
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throw_range = 1
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@@ -247,6 +247,7 @@
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// cannot be used as associative list keys.
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// cannot be used as associative list keys.
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#define icon_l_hand "slot_l_hand"
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#define icon_l_hand "slot_l_hand"
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#define icon_r_hand "slot_r_hand"
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#define icon_r_hand "slot_r_hand"
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#define icon_head "slot_head"
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// Bitflags for clothing parts.
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// Bitflags for clothing parts.
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#define HEAD 1
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#define HEAD 1
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