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https://github.com/CHOMPStation2/CHOMPStation2.git
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Surgery now shows up on mob, in all gory glory.
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@@ -107,28 +107,29 @@ Please contact me on #coderbus IRC. ~Carn x
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//Human Overlays Indexes/////////
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#define MUTATIONS_LAYER 1
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#define DAMAGE_LAYER 2
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#define UNIFORM_LAYER 3
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#define TAIL_LAYER 4 //bs12 specific. this hack is probably gonna come back to haunt me
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#define ID_LAYER 5
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#define SHOES_LAYER 6
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#define GLOVES_LAYER 7
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#define SUIT_LAYER 8
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#define GLASSES_LAYER 9
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#define BELT_LAYER 10 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 11
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#define BACK_LAYER 12
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#define HAIR_LAYER 13 //TODO: make part of head layer?
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#define EARS_LAYER 14
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#define FACEMASK_LAYER 15
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#define HEAD_LAYER 16
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#define COLLAR_LAYER 17
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#define HANDCUFF_LAYER 18
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#define LEGCUFF_LAYER 19
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#define L_HAND_LAYER 20
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#define R_HAND_LAYER 21
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#define FIRE_LAYER 22 //If you're on fire
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#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 23
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#define SURGERY_LEVEL 3 //bs12 specific.
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#define UNIFORM_LAYER 4
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#define TAIL_LAYER 5 //bs12 specific. this hack is probably gonna come back to haunt me
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#define ID_LAYER 6
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#define SHOES_LAYER 7
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#define GLOVES_LAYER 8
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#define SUIT_LAYER 9
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#define GLASSES_LAYER 10
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#define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 12
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#define BACK_LAYER 13
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#define HAIR_LAYER 14 //TODO: make part of head layer?
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#define EARS_LAYER 15
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#define FACEMASK_LAYER 16
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#define HEAD_LAYER 17
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#define COLLAR_LAYER 18
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#define HANDCUFF_LAYER 19
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#define LEGCUFF_LAYER 20
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#define L_HAND_LAYER 21
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#define R_HAND_LAYER 22
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#define FIRE_LAYER 23 //If you're on fire
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#define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 24
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -509,6 +510,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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update_inv_legcuffed(0)
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update_inv_pockets(0)
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update_fire(0)
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update_surgery(0)
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UpdateDamageIcon()
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update_icons()
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//Hud Stuff
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@@ -929,6 +931,16 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(update_icons) update_icons()
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/mob/living/carbon/human/proc/update_surgery(var/update_icons=1)
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overlays_standing[SURGERY_LEVEL] = null
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var/image/total = new
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for(var/datum/organ/external/E in organs)
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if(E.open)
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var/image/I = image("icon"='icons/mob/surgery.dmi', "icon_state"="[E.name][round(E.open)]", "layer"=-SURGERY_LEVEL)
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total.overlays += I
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overlays_standing[SURGERY_LEVEL] = total
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if(update_icons) update_icons()
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// Used mostly for creating head items
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/mob/living/carbon/human/proc/generate_head_icon()
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//gender no longer matters for the mouth, although there should probably be seperate base head icons.
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@@ -967,6 +979,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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//Human Overlays Indexes/////////
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#undef MUTATIONS_LAYER
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#undef DAMAGE_LAYER
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#undef SURGERY_LEVEL
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#undef UNIFORM_LAYER
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#undef TAIL_LAYER
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#undef ID_LAYER
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@@ -103,6 +103,9 @@ proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
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else // This failing silently was a pain.
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user << "\red You must remain close to your patient to conduct surgery."
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M.op_stage.in_progress = 0 // Clear the in-progress flag.
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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H.update_surgery()
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return 1 //don't want to do weapony things after surgery
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if (user.a_intent == "help")
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BIN
icons/mob/surgery.dmi
Normal file
BIN
icons/mob/surgery.dmi
Normal file
Binary file not shown.
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