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Accessories are now visible when attached
Uses overlays. I was originally planning to use the SOUTH direction of the icons/mob/ties.dmi image as the overlay, however this had problems with the fact that those images are directional. Rather than override Move() in clothing/under to reset dir to SOUTH whenever clothing with an attached accessory was thrown or dragged, I thought it would be less hacky to read the overlays from a separate .dmi.
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@@ -9,6 +9,11 @@
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slot_flags = 0
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w_class = 2.0
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var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
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var/image/inv_overlay = null //overlay used when attached to clothing.
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/obj/item/clothing/tie/New()
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..()
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inv_overlay = image("icon" = 'icons/obj/clothing/ties_overlay.dmi', "icon_state" = "[item_color? "[item_color]" : "[icon_state]"]")
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//when user attached an accessory to S
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/obj/item/clothing/tie/proc/on_attached(obj/item/clothing/under/S, mob/user as mob)
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@@ -16,12 +21,15 @@
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return
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has_suit = S
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loc = has_suit
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has_suit.overlays += inv_overlay
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user << "<span class='notice'>You attach [src] to [has_suit].</span>"
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src.add_fingerprint(user)
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/obj/item/clothing/tie/proc/on_removed(mob/user as mob)
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if(!has_suit)
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return
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has_suit.overlays -= inv_overlay
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has_suit = null
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usr.put_in_hands(src)
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src.add_fingerprint(user)
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@@ -501,6 +501,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[UNIFORM_LAYER] = standing
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else
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overlays_standing[UNIFORM_LAYER] = null
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// This really, really seems like it should not be mixed in the middle of display code...
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// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
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if(thing) //
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BIN
icons/obj/clothing/ties_overlay.dmi
Normal file
BIN
icons/obj/clothing/ties_overlay.dmi
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.0 KiB |
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