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https://github.com/CHOMPStation2/CHOMPStation2.git
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U_I Phase 1.3: Previews are broken, so that's a thing
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@@ -684,7 +684,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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icon = 'icons/obj/device.dmi'
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icon = 'icons/obj/device.dmi'
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//Worn icon generation for on-mob sprites
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//Worn icon generation for on-mob sprites
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/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer)
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//Get the required information about the base icon
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//Get the required information about the base icon
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var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
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var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
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var/state2use = get_worn_icon_state(slot_name = slot_name)
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var/state2use = get_worn_icon_state(slot_name = slot_name)
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@@ -765,14 +765,14 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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return icon_state
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return icon_state
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//Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative)
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//Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative)
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/obj/item/proc/get_worn_layer(var/default_layer)
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/obj/item/proc/get_worn_layer(var/default_layer = 0)
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//1: worn_layer variable
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//1: worn_layer variable
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if(!isnull(worn_layer)) //Can be zero, so...
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if(!isnull(worn_layer)) //Can be zero, so...
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return -100+worn_layer
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return BODY_LAYER+worn_layer
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//2: your default
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//2: your default
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return -100+default_layer
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return BODY_LAYER+default_layer
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//Apply the addblend blends onto the icon
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//Apply the addblend blends onto the icon
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/obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon)
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/obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon)
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@@ -25,7 +25,7 @@
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//Some belts have sprites to show icons
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//Some belts have sprites to show icons
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/obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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/obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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var/image/standing = ..()
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var/image/standing = ..()
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if(contents.len)
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if(!inhands && contents.len)
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for(var/obj/item/i in contents)
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for(var/obj/item/i in contents)
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var/i_state = i.item_state
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var/i_state = i.item_state
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if(!i_state) i_state = i.icon_state
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if(!i_state) i_state = i.icon_state
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@@ -53,7 +53,6 @@
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dna.ready_dna(src)
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dna.ready_dna(src)
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dna.real_name = real_name
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dna.real_name = real_name
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sync_organ_dna()
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sync_organ_dna()
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make_blood()
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/mob/living/carbon/human/Destroy()
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/mob/living/carbon/human/Destroy()
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human_mob_list -= src
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human_mob_list -= src
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@@ -1168,7 +1167,7 @@
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maxHealth = species.total_health
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maxHealth = species.total_health
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spawn(0)
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spawn(0)
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regenerate_icons()
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make_blood()
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if(vessel.total_volume < species.blood_volume)
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if(vessel.total_volume < species.blood_volume)
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vessel.maximum_volume = species.blood_volume
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vessel.maximum_volume = species.blood_volume
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vessel.add_reagent("blood", species.blood_volume - vessel.total_volume)
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vessel.add_reagent("blood", species.blood_volume - vessel.total_volume)
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@@ -1538,22 +1537,17 @@
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return species.fire_icon_state
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return species.fire_icon_state
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// Called by job_controller. Makes drones start with a permit, might be useful for other people later too.
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// Called by job_controller. Makes drones start with a permit, might be useful for other people later too.
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/mob/living/carbon/human/equip_post_job()
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/mob/living/carbon/human/equip_post_job() //Drone Permit moved to equip_survival_gear()
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var/braintype = get_FBP_type()
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var/braintype = get_FBP_type()
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if(braintype == FBP_DRONE)
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if(braintype == FBP_DRONE)
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var/turf/T = get_turf(src)
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var/turf/T = get_turf(src)
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var/obj/item/clothing/accessory/permit/drone/permit = new(T)
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var/obj/item/clothing/accessory/permit/drone/permit = new(T)
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permit.set_name(real_name)
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permit.set_name(real_name)
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equip_to_slot_or_del(permit, slot_in_backpack)
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equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
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/mob/living/carbon/human/proc/update_icon_special(var/update_icons = TRUE) //For things such as teshari hiding and whatnot.
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/mob/living/carbon/human/proc/update_icon_special() //For things such as teshari hiding and whatnot.
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if(hiding) // Hiding? Carry on.
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if(hiding) // Hiding? Carry on.
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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.
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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.
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hiding = FALSE //No hiding for you. Mob layer should be updated naturally, but it actually doesn't.
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hiding = FALSE //No hiding for you. Mob layer should be updated naturally, but it actually doesn't.
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else
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else
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layer = HIDING_LAYER
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layer = HIDING_LAYER
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//Can put special species icon update proc calls here, if any are ever invented.
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if(update_icons)
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update_icons()
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@@ -258,6 +258,9 @@
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mannequin.delete_inventory(TRUE)
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mannequin.delete_inventory(TRUE)
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dress_preview_mob(mannequin)
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dress_preview_mob(mannequin)
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//Let any late overlays get applied.
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sleep(5)
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preview_icon = icon('icons/effects/128x48.dmi', bgstate)
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preview_icon = icon('icons/effects/128x48.dmi', bgstate)
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preview_icon.Scale(48+32, 16+32)
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preview_icon.Scale(48+32, 16+32)
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@@ -27,8 +27,6 @@ var/const/CE_STABLE_THRESHOLD = 0.5
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return
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return
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vessel.add_reagent("blood",species.blood_volume)
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vessel.add_reagent("blood",species.blood_volume)
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spawn(1)
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fixblood()
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//Resets blood data
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//Resets blood data
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/mob/living/carbon/human/proc/fixblood()
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/mob/living/carbon/human/proc/fixblood()
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