U_I Phase 1.3: Previews are broken, so that's a thing

This commit is contained in:
Arokha Sieyes
2018-03-07 11:00:17 -05:00
parent 2f433c9ea9
commit 3be602dece
5 changed files with 12 additions and 17 deletions

View File

@@ -684,7 +684,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
icon = 'icons/obj/device.dmi'
//Worn icon generation for on-mob sprites
/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer)
//Get the required information about the base icon
var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
var/state2use = get_worn_icon_state(slot_name = slot_name)
@@ -765,14 +765,14 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
return icon_state
//Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative)
/obj/item/proc/get_worn_layer(var/default_layer)
/obj/item/proc/get_worn_layer(var/default_layer = 0)
//1: worn_layer variable
if(!isnull(worn_layer)) //Can be zero, so...
return -100+worn_layer
return BODY_LAYER+worn_layer
//2: your default
return -100+default_layer
return BODY_LAYER+default_layer
//Apply the addblend blends onto the icon
/obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon)

View File

@@ -25,7 +25,7 @@
//Some belts have sprites to show icons
/obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
var/image/standing = ..()
if(contents.len)
if(!inhands && contents.len)
for(var/obj/item/i in contents)
var/i_state = i.item_state
if(!i_state) i_state = i.icon_state

View File

@@ -53,7 +53,6 @@
dna.ready_dna(src)
dna.real_name = real_name
sync_organ_dna()
make_blood()
/mob/living/carbon/human/Destroy()
human_mob_list -= src
@@ -1168,7 +1167,7 @@
maxHealth = species.total_health
spawn(0)
regenerate_icons()
make_blood()
if(vessel.total_volume < species.blood_volume)
vessel.maximum_volume = species.blood_volume
vessel.add_reagent("blood", species.blood_volume - vessel.total_volume)
@@ -1538,22 +1537,17 @@
return species.fire_icon_state
// Called by job_controller. Makes drones start with a permit, might be useful for other people later too.
/mob/living/carbon/human/equip_post_job()
/mob/living/carbon/human/equip_post_job() //Drone Permit moved to equip_survival_gear()
var/braintype = get_FBP_type()
if(braintype == FBP_DRONE)
var/turf/T = get_turf(src)
var/obj/item/clothing/accessory/permit/drone/permit = new(T)
permit.set_name(real_name)
equip_to_slot_or_del(permit, slot_in_backpack)
equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
/mob/living/carbon/human/proc/update_icon_special(var/update_icons = TRUE) //For things such as teshari hiding and whatnot.
/mob/living/carbon/human/proc/update_icon_special() //For things such as teshari hiding and whatnot.
if(hiding) // Hiding? Carry on.
if(stat == DEAD || paralysis || weakened || stunned) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work.
hiding = FALSE //No hiding for you. Mob layer should be updated naturally, but it actually doesn't.
else
layer = HIDING_LAYER
//Can put special species icon update proc calls here, if any are ever invented.
if(update_icons)
update_icons()

View File

@@ -257,6 +257,9 @@
var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin(client_ckey)
mannequin.delete_inventory(TRUE)
dress_preview_mob(mannequin)
//Let any late overlays get applied.
sleep(5)
preview_icon = icon('icons/effects/128x48.dmi', bgstate)
preview_icon.Scale(48+32, 16+32)

View File

@@ -27,8 +27,6 @@ var/const/CE_STABLE_THRESHOLD = 0.5
return
vessel.add_reagent("blood",species.blood_volume)
spawn(1)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()