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Merge pull request #5738 from Seris02/digiunbad
makes tails/wings show underneath bodyparts (makes more difference on digitigrades)
This commit is contained in:
@@ -787,7 +787,7 @@
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var/image/standing = ..()
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if(taurized) //Special snowflake var on suits
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standing.pixel_x = -16
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standing.layer = BODY_LAYER + 17 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1
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standing.layer = BODY_LAYER + 18 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1
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return standing
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/obj/item/clothing/suit/apply_accessories(var/image/standing)
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@@ -59,46 +59,48 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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// These are used as the layers for the icons, as well as indexes in a list that holds onto them.
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// Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays.
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//CHOMPEDIT: edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these (and clothing/clothing.dm line 789, the hardcoded layer there in /obj/item/clothing/suit/make_worn_icon)
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//Human Overlays Indexes/////////
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#define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes
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#define SKIN_LAYER 2 //Skin things added by a call on species
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#define BLOOD_LAYER 3 //Bloodied hands/feet/anything else
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#define MOB_DAM_LAYER 4 //Injury overlay sprites like open wounds
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#define SURGERY_LAYER 5 //Overlays for open surgical sites
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#define UNDERWEAR_LAYER 6 //Underwear/bras/etc
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#define TAIL_LOWER_LAYER 7 //Tail as viewed from the south
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#define WING_LOWER_LAYER 8 //Wings as viewed from the south
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#define SHOES_LAYER_ALT 9 //Shoe-slot item (when set to be under uniform via verb)
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#define UNIFORM_LAYER 10 //Uniform-slot item
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#define ID_LAYER 11 //ID-slot item
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#define SHOES_LAYER 12 //Shoe-slot item
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#define GLOVES_LAYER 13 //Glove-slot item
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#define BELT_LAYER 14 //Belt-slot item
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#define SUIT_LAYER 15 //Suit-slot item
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#define TAIL_UPPER_LAYER 16 //Some species have tails to render (As viewed from the N, E, or W)
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#define GLASSES_LAYER 17 //Eye-slot item
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#define BELT_LAYER_ALT 18 //Belt-slot item (when set to be above suit via verb)
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#define SUIT_STORE_LAYER 19 //Suit storage-slot item
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#define BACK_LAYER 20 //Back-slot item
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#define HAIR_LAYER 21 //The human's hair
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#define HAIR_ACCESSORY_LAYER 22 //VOREStation edit. Simply move this up a number if things are added.
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#define EARS_LAYER 23 //Both ear-slot items (combined image)
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#define EYES_LAYER 24 //Mob's eyes (used for glowing eyes)
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#define FACEMASK_LAYER 25 //Mask-slot item
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#define HEAD_LAYER 26 //Head-slot item
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#define HANDCUFF_LAYER 27 //Handcuffs, if the human is handcuffed, in a secret inv slot
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#define LEGCUFF_LAYER 28 //Same as handcuffs, for legcuffs
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#define L_HAND_LAYER 29 //Left-hand item
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#define R_HAND_LAYER 30 //Right-hand item
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#define WING_LAYER 31 //Wings or protrusions over the suit.
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#define VORE_BELLY_LAYER 32 //CHOMPStation edit - Move this and everything after up if things are added.
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#define VORE_TAIL_LAYER 33 //CHOMPStation edit - Move this and everything after up if things are added.
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#define TAIL_UPPER_LAYER_ALT 34 //Modified tail-sprite layer. Tend to be larger.
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#define MODIFIER_EFFECTS_LAYER 35 //Effects drawn by modifiers
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#define FIRE_LAYER 36 //'Mob on fire' overlay layer
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#define MOB_WATER_LAYER 37 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 38 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 38 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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#define TAIL_LOWER_LAYER 2 //Tail as viewed from the south //CHOMPStation edit - underneath bodyparts
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#define WING_LOWER_LAYER 3 //Wings as viewed from the south //CHOMPStation edit - underneath bodyparts
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#define BODYPARTS_LAYER 4 //Bodyparts layer - CHOMPStation edit
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#define SKIN_LAYER 5 //Skin things added by a call on species
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#define BLOOD_LAYER 6 //Bloodied hands/feet/anything else
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#define MOB_DAM_LAYER 7 //Injury overlay sprites like open wounds
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#define SURGERY_LAYER 8 //Overlays for open surgical sites
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#define UNDERWEAR_LAYER 9 //Underwear/bras/etc
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#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb)
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#define UNIFORM_LAYER 11 //Uniform-slot item
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#define ID_LAYER 12 //ID-slot item
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#define SHOES_LAYER 13 //Shoe-slot item
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#define GLOVES_LAYER 14 //Glove-slot item
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#define BELT_LAYER 15 //Belt-slot item
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#define SUIT_LAYER 16 //Suit-slot item
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#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W)
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#define GLASSES_LAYER 18 //Eye-slot item
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#define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb)
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#define SUIT_STORE_LAYER 20 //Suit storage-slot item
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#define BACK_LAYER 21 //Back-slot item
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#define HAIR_LAYER 22 //The human's hair
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#define HAIR_ACCESSORY_LAYER 23 //VOREStation edit. Simply move this up a number if things are added.
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#define EARS_LAYER 24 //Both ear-slot items (combined image)
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#define EYES_LAYER 25 //Mob's eyes (used for glowing eyes)
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#define FACEMASK_LAYER 26 //Mask-slot item
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#define HEAD_LAYER 27 //Head-slot item
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#define HANDCUFF_LAYER 28 //Handcuffs, if the human is handcuffed, in a secret inv slot
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#define LEGCUFF_LAYER 29 //Same as handcuffs, for legcuffs
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#define L_HAND_LAYER 30 //Left-hand item
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#define R_HAND_LAYER 31 //Right-hand item
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#define WING_LAYER 32 //Wings or protrusions over the suit.
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#define VORE_BELLY_LAYER 33 //CHOMPStation edit - Move this and everything after up if things are added.
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#define VORE_TAIL_LAYER 34 //CHOMPStation edit - Move this and everything after up if things are added.
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#define TAIL_UPPER_LAYER_ALT 35 //Modified tail-sprite layer. Tend to be larger.
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#define MODIFIER_EFFECTS_LAYER 36 //Effects drawn by modifiers
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#define FIRE_LAYER 37 //'Mob on fire' overlay layer
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#define MOB_WATER_LAYER 38 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 39 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 39 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -235,6 +237,8 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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if(QDESTROYING(src))
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return
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remove_layer(BODYPARTS_LAYER)
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var/husk_color_mod = rgb(96,88,80)
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var/hulk_color_mod = rgb(48,224,40)
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@@ -393,6 +397,13 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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//END CACHED ICON GENERATION.
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stand_icon.Blend(base_icon,ICON_OVERLAY)
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var/image/body = image(stand_icon)
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if (body)
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body.layer = BODY_LAYER + BODYPARTS_LAYER
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overlays_standing[BODYPARTS_LAYER] = body
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apply_layer(BODYPARTS_LAYER)
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icon = stand_icon
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//tail
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@@ -2,9 +2,9 @@
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// For some reason, suit and uniform already has this funcitonality, but shoes do not.
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//Duplicate defines so the code below can compile. See non-modular update_icons.dm for proper placement.
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#define SHOES_LAYER_ALT 9 //Shoe-slot item (when set to be under uniform via verb)
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#define SHOES_LAYER 12 //Shoe-slot item
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#define VORE_BELLY_LAYER 32 //Should be the same that it is in update_icons.dm
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#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb)
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#define SHOES_LAYER 13 //Shoe-slot item
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#define VORE_BELLY_LAYER 33 //Should be the same that it is in update_icons.dm
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/mob/living/carbon/human/update_inv_shoes()
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//. = ..()
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