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Merge pull request #4267 from Neerti/11/14/2017_icon_scaling
Makes Icon Scaling Great
This commit is contained in:
@@ -72,6 +72,25 @@
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Regardless, you find it quite difficult to land shots where you wanted them to go."
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modifier_type = /datum/modifier/trait/inaccurate
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/datum/trait/modifier/physical/smaller
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name = "Smaller"
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modifier_type = /datum/modifier/trait/smaller
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mutually_exclusive = list(/datum/trait/modifier/physical/small, /datum/trait/modifier/physical/large, /datum/trait/modifier/physical/larger)
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/datum/trait/modifier/physical/small
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name = "Small"
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modifier_type = /datum/modifier/trait/small
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mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/large, /datum/trait/modifier/physical/larger)
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/datum/trait/modifier/physical/large
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name = "Large"
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modifier_type = /datum/modifier/trait/large
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mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/small, /datum/trait/modifier/physical/larger)
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/datum/trait/modifier/physical/larger
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name = "Larger"
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modifier_type = /datum/modifier/trait/larger
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mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/small, /datum/trait/modifier/physical/large)
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// These two traits might be borderline, feel free to remove if they get abused.
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/datum/trait/modifier/physical/high_metabolism
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@@ -41,6 +41,7 @@
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var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder. Each point makes it 15% easier or harder, just like evasion.
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var/accuracy_dispersion // Positive numbers make gun firing cover a wider tile range, and therefore more inaccurate. Negatives help negate dispersion penalties.
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var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing.
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var/icon_scale_percent // Makes the holder's icon get scaled up or down.
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/datum/modifier/New(var/new_holder, var/new_origin)
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holder = new_holder
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@@ -62,6 +63,8 @@
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holder.modifiers.Remove(src)
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if(mob_overlay_state) // We do this after removing ourselves from the list so that the overlay won't remain.
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holder.update_modifier_visuals()
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if(icon_scale_percent) // Correct the scaling.
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holder.update_transform()
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qdel(src)
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// Override this for special effects when it gets removed.
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@@ -117,6 +120,8 @@
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modifiers.Add(mod)
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if(mod.mob_overlay_state)
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update_modifier_visuals()
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if(mod.icon_scale_percent)
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update_transform()
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return mod
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@@ -198,6 +203,8 @@
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effects += "Your metabolism is [metabolism_percent > 1.0 ? "faster" : "slower"], \
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causing reagents in your body to process, and hunger to occur [multipler_to_percentage(metabolism_percent, TRUE)] [metabolism_percent > 1.0 ? "faster" : "slower"]."
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if(!isnull(icon_scale_percent))
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effects += "Your appearance is [multipler_to_percentage(icon_scale_percent, TRUE)] [icon_scale_percent > 1 ? "larger" : "smaller"]."
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return jointext(effects, "<br>")
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@@ -58,4 +58,28 @@
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desc = "Your body's metabolism is slower than average."
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metabolism_percent = 0.5
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incoming_healing_percent = 0.6
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incoming_healing_percent = 0.6
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/datum/modifier/trait/larger
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name = "Larger"
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desc = "Your body is larger than average."
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icon_scale_percent = 1.2
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/datum/modifier/trait/large
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name = "Large"
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desc = "Your body is a bit larger than average."
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icon_scale_percent = 1.1
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/datum/modifier/trait/small
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name = "Small"
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desc = "Your body is a bit smaller than average."
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icon_scale_percent = 0.95
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/datum/modifier/trait/smaller
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name = "Smaller"
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desc = "Your body is smaller than average."
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icon_scale_percent = 0.9
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@@ -1134,6 +1134,9 @@
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if(species.default_language)
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add_language(species.default_language)
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if(species.icon_scale != 1)
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update_transform()
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if(species.base_color && default_colour)
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//Apply colour.
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r_skin = hex2num(copytext(species.base_color,2,4))
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@@ -29,7 +29,6 @@
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var/g_synth //Same as above
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var/b_synth //Same as above
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var/size_multiplier = 1 //multiplier for the mob's icon size
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var/damage_multiplier = 1 //multiplies melee combat damage
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var/icon_update = 1 //whether icon updating shall take place
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@@ -30,6 +30,8 @@
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var/tail_animation // If set, the icon to obtain tail animation states from.
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var/tail_hair
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var/icon_scale = 1 // Makes the icon larger/smaller.
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var/race_key = 0 // Used for mob icon cache string.
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var/icon/icon_template // Used for mob icon generation for non-32x32 species.
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var/mob_size = MOB_MEDIUM
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@@ -159,16 +159,29 @@ Please contact me on #coderbus IRC. ~Carn x
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for(var/inner_entry in entry)
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overlays += inner_entry
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update_transform()
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/mob/living/carbon/human/update_transform()
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// First, get the correct size.
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var/desired_scale = icon_scale
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desired_scale *= species.icon_scale
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.icon_scale_percent))
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desired_scale *= M.icon_scale_percent
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// Regular stuff again.
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if(lying && !species.prone_icon) //Only rotate them if we're not drawing a specific icon for being prone.
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var/matrix/M = matrix()
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M.Turn(90)
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M.Scale(size_multiplier)
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M.Scale(desired_scale)
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M.Translate(1,-6)
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src.transform = M
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else
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var/matrix/M = matrix()
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M.Scale(size_multiplier)
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M.Translate(0, 16*(size_multiplier-1))
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M.Scale(desired_scale)
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M.Translate(0, 16*(desired_scale-1))
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src.transform = M
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var/global/list/damage_icon_parts = list()
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@@ -1004,3 +1004,17 @@ default behaviour is:
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// Called by job_controller.
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/mob/living/proc/equip_post_job()
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return
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/mob/living/update_transform()
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// First, get the correct size.
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var/desired_scale = icon_scale
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.icon_scale_percent))
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desired_scale *= M.icon_scale_percent
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// Now for the regular stuff.
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var/matrix/M = matrix()
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M.Scale(desired_scale)
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M.Translate(0, 16*(desired_scale-1))
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src.transform = M
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