diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 0aa8b9177e..da3706dcfb 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -787,7 +787,7 @@ var/image/standing = ..() if(taurized) //Special snowflake var on suits standing.pixel_x = -16 - standing.layer = BODY_LAYER + 17 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1 + standing.layer = BODY_LAYER + 18 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1 return standing /obj/item/clothing/suit/apply_accessories(var/image/standing) diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index d6760a581f..3942f0c25d 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -59,46 +59,48 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon() // These are used as the layers for the icons, as well as indexes in a list that holds onto them. // Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays. +//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) //Human Overlays Indexes///////// #define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes -#define SKIN_LAYER 2 //Skin things added by a call on species -#define BLOOD_LAYER 3 //Bloodied hands/feet/anything else -#define MOB_DAM_LAYER 4 //Injury overlay sprites like open wounds -#define SURGERY_LAYER 5 //Overlays for open surgical sites -#define UNDERWEAR_LAYER 6 //Underwear/bras/etc -#define TAIL_LOWER_LAYER 7 //Tail as viewed from the south -#define WING_LOWER_LAYER 8 //Wings as viewed from the south -#define SHOES_LAYER_ALT 9 //Shoe-slot item (when set to be under uniform via verb) -#define UNIFORM_LAYER 10 //Uniform-slot item -#define ID_LAYER 11 //ID-slot item -#define SHOES_LAYER 12 //Shoe-slot item -#define GLOVES_LAYER 13 //Glove-slot item -#define BELT_LAYER 14 //Belt-slot item -#define SUIT_LAYER 15 //Suit-slot item -#define TAIL_UPPER_LAYER 16 //Some species have tails to render (As viewed from the N, E, or W) -#define GLASSES_LAYER 17 //Eye-slot item -#define BELT_LAYER_ALT 18 //Belt-slot item (when set to be above suit via verb) -#define SUIT_STORE_LAYER 19 //Suit storage-slot item -#define BACK_LAYER 20 //Back-slot item -#define HAIR_LAYER 21 //The human's hair -#define HAIR_ACCESSORY_LAYER 22 //VOREStation edit. Simply move this up a number if things are added. -#define EARS_LAYER 23 //Both ear-slot items (combined image) -#define EYES_LAYER 24 //Mob's eyes (used for glowing eyes) -#define FACEMASK_LAYER 25 //Mask-slot item -#define HEAD_LAYER 26 //Head-slot item -#define HANDCUFF_LAYER 27 //Handcuffs, if the human is handcuffed, in a secret inv slot -#define LEGCUFF_LAYER 28 //Same as handcuffs, for legcuffs -#define L_HAND_LAYER 29 //Left-hand item -#define R_HAND_LAYER 30 //Right-hand item -#define WING_LAYER 31 //Wings or protrusions over the suit. -#define VORE_BELLY_LAYER 32 //CHOMPStation edit - Move this and everything after up if things are added. -#define VORE_TAIL_LAYER 33 //CHOMPStation edit - Move this and everything after up if things are added. -#define TAIL_UPPER_LAYER_ALT 34 //Modified tail-sprite layer. Tend to be larger. -#define MODIFIER_EFFECTS_LAYER 35 //Effects drawn by modifiers -#define FIRE_LAYER 36 //'Mob on fire' overlay layer -#define MOB_WATER_LAYER 37 //'Mob submerged' overlay layer -#define TARGETED_LAYER 38 //'Aimed at' overlay layer -#define TOTAL_LAYERS 38 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list. +#define TAIL_LOWER_LAYER 2 //Tail as viewed from the south //CHOMPStation edit - underneath bodyparts +#define WING_LOWER_LAYER 3 //Wings as viewed from the south //CHOMPStation edit - underneath bodyparts +#define BODYPARTS_LAYER 4 //Bodyparts layer - CHOMPStation edit +#define SKIN_LAYER 5 //Skin things added by a call on species +#define BLOOD_LAYER 6 //Bloodied hands/feet/anything else +#define MOB_DAM_LAYER 7 //Injury overlay sprites like open wounds +#define SURGERY_LAYER 8 //Overlays for open surgical sites +#define UNDERWEAR_LAYER 9 //Underwear/bras/etc +#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb) +#define UNIFORM_LAYER 11 //Uniform-slot item +#define ID_LAYER 12 //ID-slot item +#define SHOES_LAYER 13 //Shoe-slot item +#define GLOVES_LAYER 14 //Glove-slot item +#define BELT_LAYER 15 //Belt-slot item +#define SUIT_LAYER 16 //Suit-slot item +#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W) +#define GLASSES_LAYER 18 //Eye-slot item +#define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb) +#define SUIT_STORE_LAYER 20 //Suit storage-slot item +#define BACK_LAYER 21 //Back-slot item +#define HAIR_LAYER 22 //The human's hair +#define HAIR_ACCESSORY_LAYER 23 //VOREStation edit. Simply move this up a number if things are added. +#define EARS_LAYER 24 //Both ear-slot items (combined image) +#define EYES_LAYER 25 //Mob's eyes (used for glowing eyes) +#define FACEMASK_LAYER 26 //Mask-slot item +#define HEAD_LAYER 27 //Head-slot item +#define HANDCUFF_LAYER 28 //Handcuffs, if the human is handcuffed, in a secret inv slot +#define LEGCUFF_LAYER 29 //Same as handcuffs, for legcuffs +#define L_HAND_LAYER 30 //Left-hand item +#define R_HAND_LAYER 31 //Right-hand item +#define WING_LAYER 32 //Wings or protrusions over the suit. +#define VORE_BELLY_LAYER 33 //CHOMPStation edit - Move this and everything after up if things are added. +#define VORE_TAIL_LAYER 34 //CHOMPStation edit - Move this and everything after up if things are added. +#define TAIL_UPPER_LAYER_ALT 35 //Modified tail-sprite layer. Tend to be larger. +#define MODIFIER_EFFECTS_LAYER 36 //Effects drawn by modifiers +#define FIRE_LAYER 37 //'Mob on fire' overlay layer +#define MOB_WATER_LAYER 38 //'Mob submerged' overlay layer +#define TARGETED_LAYER 39 //'Aimed at' overlay layer +#define TOTAL_LAYERS 39 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list. ////////////////////////////////// /mob/living/carbon/human @@ -235,6 +237,8 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon() if(QDESTROYING(src)) return + remove_layer(BODYPARTS_LAYER) + var/husk_color_mod = rgb(96,88,80) var/hulk_color_mod = rgb(48,224,40) @@ -393,6 +397,13 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon() //END CACHED ICON GENERATION. stand_icon.Blend(base_icon,ICON_OVERLAY) + + var/image/body = image(stand_icon) + if (body) + body.layer = BODY_LAYER + BODYPARTS_LAYER + overlays_standing[BODYPARTS_LAYER] = body + apply_layer(BODYPARTS_LAYER) + icon = stand_icon //tail diff --git a/modular_chomp/code/modules/mob/living/carbon/human/update_icons.dm b/modular_chomp/code/modules/mob/living/carbon/human/update_icons.dm index ab6be6cb9c..7bca32c7b6 100644 --- a/modular_chomp/code/modules/mob/living/carbon/human/update_icons.dm +++ b/modular_chomp/code/modules/mob/living/carbon/human/update_icons.dm @@ -2,9 +2,9 @@ // For some reason, suit and uniform already has this funcitonality, but shoes do not. //Duplicate defines so the code below can compile. See non-modular update_icons.dm for proper placement. -#define SHOES_LAYER_ALT 9 //Shoe-slot item (when set to be under uniform via verb) -#define SHOES_LAYER 12 //Shoe-slot item -#define VORE_BELLY_LAYER 32 //Should be the same that it is in update_icons.dm +#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb) +#define SHOES_LAYER 13 //Shoe-slot item +#define VORE_BELLY_LAYER 33 //Should be the same that it is in update_icons.dm /mob/living/carbon/human/update_inv_shoes() //. = ..()