Adds on-sprite belt icons

This commit is contained in:
Hubblenaut
2015-01-29 18:31:09 +01:00
parent 75a2ce5cfb
commit 44f9b96960
6 changed files with 21 additions and 5 deletions
+1 -1
View File
@@ -2,7 +2,7 @@
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
item_state = "flash"
throwforce = 5
w_class = 2.0
throw_speed = 4
@@ -8,6 +8,13 @@
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
/obj/item/weapon/storage/update_icon()
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_belt()
/obj/item/weapon/storage/belt/utility
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Can hold various tools."
@@ -79,7 +86,7 @@
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."
icon_state = "securitybelt"
item_state = "security"//Could likely use a better one.
item_state = "security"
storage_slots = 7
max_w_class = 3
max_combined_w_class = 21
@@ -721,13 +721,22 @@ proc/get_damage_icon_part(damage_state, body_part)
belt.screen_loc = ui_belt //TODO
var/t_state = belt.item_state
if(!t_state) t_state = belt.icon_state
var/image/standing = image("icon_state" = "[t_state]")
if(belt.icon_override)
overlays_standing[BELT_LAYER] = image("icon" = belt.icon_override, "icon_state" = "[t_state]")
standing.icon = belt.icon_override
else if(belt.sprite_sheets && belt.sprite_sheets[species.name])
overlays_standing[BELT_LAYER] = image("icon" = belt.sprite_sheets[species.name], "icon_state" = "[t_state]")
standing.icon = belt.sprite_sheets[species.name]
else
overlays_standing[BELT_LAYER] = image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[t_state]")
standing.icon = 'icons/mob/belt.dmi'
if(belt.contents.len && istype(belt, /obj/item/weapon/storage/belt))
for(var/obj/item/i in belt.contents)
var/i_state = i.item_state
if(!i_state) i_state = i.icon_state
standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
overlays_standing[BELT_LAYER] = standing
else
overlays_standing[BELT_LAYER] = null
if(update_icons) update_icons()
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