Moves damage masks and damage overlays to species level.

This commit is contained in:
Zuhayr
2015-03-26 15:39:44 +10:30
parent efa6f0d3c9
commit 87f37dbb43
9 changed files with 17 additions and 12 deletions

View File

@@ -12,6 +12,11 @@
// Icon/appearance vars.
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
// Damage overlay and masks.
var/damage_overlays = 'icons/mob/human_races/masks/dam_human.dmi'
var/damage_mask = 'icons/mob/human_races/masks/dam_mask_human.dmi'
var/prone_icon // If set, draws this from icobase when mob is prone.
var/eyes = "eyes_s" // Icon for eyes.
var/blood_color = "#A10808" // Red.

View File

@@ -5,6 +5,8 @@
icobase = 'icons/mob/human_races/monkeys/r_monkey.dmi'
deform = 'icons/mob/human_races/monkeys/r_monkey.dmi'
damage_overlays = 'icons/mob/human_races/masks/dam_monkey.dmi'
damage_mask = 'icons/mob/human_races/masks/dam_mask_monkey.dmi'
language = null
default_language = "Chimpanzee"

View File

@@ -175,15 +175,6 @@ Please contact me on #coderbus IRC. ~Carn x
src.transform = M
var/global/list/damage_icon_parts = list()
proc/get_damage_icon_part(damage_state, body_part)
if(damage_icon_parts["[damage_state]/[body_part]"] == null)
var/icon/DI = new /icon('icons/mob/dam_human.dmi', damage_state) // the damage icon for whole human
// TODO: Convert dam_human.dmi to greyscale and blend in species.blood_colour here.
DI.Blend(new /icon('icons/mob/dam_mask.dmi', body_part), ICON_MULTIPLY) // mask with this organ's pixels
damage_icon_parts["[damage_state]/[body_part]"] = DI
return DI
else
return damage_icon_parts["[damage_state]/[body_part]"]
//DAMAGE OVERLAYS
//constructs damage icon for each organ from mask * damage field and saves it in our overlays_ lists
@@ -202,7 +193,7 @@ proc/get_damage_icon_part(damage_state, body_part)
previous_damage_appearance = damage_appearance
var/icon/standing = new /icon('icons/mob/dam_human.dmi', "00")
var/icon/standing = new /icon(species.damage_overlays, "00")
var/image/standing_image = new /image("icon" = standing)
@@ -211,8 +202,15 @@ proc/get_damage_icon_part(damage_state, body_part)
if(!(O.status & ORGAN_DESTROYED))
O.update_icon()
if(O.damage_state == "00") continue
var/icon/DI = get_damage_icon_part(O.damage_state, O.icon_name)
var/icon/DI
var/cache_index = "[O.damage_state]/[O.icon_name]/[species.blood_color]/[species.name]"
if(damage_icon_parts[cache_index] == null)
DI = new /icon(species.damage_overlays, O.damage_state) // the damage icon for whole human
DI.Blend(new /icon(species.damage_mask, O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
DI.Blend(species.blood_color, ICON_MULTIPLY)
damage_icon_parts[cache_index] = DI
else
DI = damage_icon_parts["[O.damage_state]/[O.icon_name]"]
standing_image.overlays += DI

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 986 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 431 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 688 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB