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TG: Fix for Damage Icons. They now have a layer define too.
Revision: r3705 Author: elly1...@rocketmail.com THIS ALSO FIXES: Not being able to put items on people's back or belt.
This commit is contained in:
@@ -127,14 +127,14 @@
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if (lying)
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if (lying)
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icon = lying_icon
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icon = lying_icon
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overlays += body_lying
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overlays += damageicon_lying
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if (face_lying)
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if (face_lying)
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overlays += face_lying
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overlays += face_lying
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else
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else
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icon = stand_icon
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icon = stand_icon
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overlays += body_standing
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overlays += damageicon_standing
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if (face_standing)
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if (face_standing)
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overlays += face_standing
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overlays += face_standing
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@@ -17,8 +17,8 @@
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var/image/face_standing = null
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var/image/face_standing = null
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var/image/face_lying = null
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var/image/face_lying = null
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var/list/body_standing = list( )
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var/image/damageicon_standing = null
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var/list/body_lying = list( )
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var/image/damageicon_lying = null
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/mob/living/carbon/alien/humanoid/hunter
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/mob/living/carbon/alien/humanoid/hunter
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name = "alien hunter"
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name = "alien hunter"
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@@ -327,7 +327,7 @@
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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if (zone_sel)
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if (zone_sel)
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zone_sel.overlays = null
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zone_sel.overlays = null
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zone_sel.overlays += body_standing
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zone_sel.overlays += damageicon_standing
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zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
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zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
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if (lying)
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if (lying)
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@@ -344,7 +344,7 @@
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else
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else
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icon = stand_icon
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icon = stand_icon
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overlays += body_lying
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overlays += damageicon_lying
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if (face_lying)
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if (face_lying)
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overlays += face_lying
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overlays += face_lying
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@@ -352,7 +352,7 @@
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if(update_icon)
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if(update_icon)
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icon = stand_icon
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icon = stand_icon
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overlays += body_standing
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overlays += damageicon_standing
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if (face_standing)
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if (face_standing)
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overlays += face_standing
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overlays += face_standing
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@@ -52,8 +52,8 @@
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var/hair_icon_state = "hair_a"
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var/hair_icon_state = "hair_a"
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var/face_icon_state = "bald"
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var/face_icon_state = "bald"
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var/list/body_standing = list()
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var/image/damageicon_standing
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var/list/body_lying = list()
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var/image/damageicon_lying
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var/mutantrace = null
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var/mutantrace = null
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@@ -936,8 +936,8 @@
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// Other procs(probably update_face() and update_body() ) also rebuild their own
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// Other procs(probably update_face() and update_body() ) also rebuild their own
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// kinds of overlay lists. Think about merging those procs into this proc.
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// kinds of overlay lists. Think about merging those procs into this proc.
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body_overlays_lying += body_lying
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body_overlays_lying += damageicon_lying
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body_overlays_standing += body_standing
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body_overlays_standing += damageicon_standing
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// face_lying and face_standing are the face icons, not a flag
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// face_lying and face_standing are the face icons, not a flag
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body_overlays_lying += face_lying
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body_overlays_lying += face_lying
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@@ -1866,7 +1866,7 @@ It can still be worn/put on as normal.
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W.add_fingerprint(source)
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W.add_fingerprint(source)
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else
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else
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if(!item) return
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if(!item) return
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if ((istype(item, /obj) && item.flags & 128 && target.w_uniform))
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if ((istype(item, /obj) && (item.slot_flags & SLOT_BELT) && target.w_uniform))
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source.drop_item()
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source.drop_item()
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loc = target
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loc = target
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item.layer = 20
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item.layer = 20
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@@ -2160,7 +2160,7 @@ It can still be worn/put on as normal.
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W.add_fingerprint(source)
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W.add_fingerprint(source)
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else
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else
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if(!item) return
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if(!item) return
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if ((istype(item, /obj/item) && item.flags & 1))
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if ((istype(item, /obj/item) && (item.slot_flags & SLOT_BACK)))
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source.drop_item()
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source.drop_item()
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loc = target
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loc = target
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item.layer = 20
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item.layer = 20
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@@ -21,11 +21,8 @@
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// now constructs damage icon for each organ from mask * damage field
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// now constructs damage icon for each organ from mask * damage field
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/mob/living/carbon/human/UpdateDamageIcon()
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/mob/living/carbon/human/UpdateDamageIcon()
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del(body_standing)
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var/icon/standing = new /icon('dam_human.dmi', "00")
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body_standing = list()
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var/icon/lying = new /icon('dam_human.dmi', "00-2")
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del(body_lying)
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body_lying = list()
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for(var/name in organs)
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for(var/name in organs)
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var/datum/organ/external/O = organs[name]
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var/datum/organ/external/O = organs[name]
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if(!O.destroyed)
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if(!O.destroyed)
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@@ -33,11 +30,13 @@
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var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
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var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
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DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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// world << "[O.icon_name] [O.damage_state] \icon[DI]"
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// world << "[O.icon_name] [O.damage_state] \icon[DI]"
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body_standing += DI
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standing.Blend(DI,ICON_OVERLAY)
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DI = new /icon('dam_human.dmi', "[O.damage_state]-2") // repeat for lying icons
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DI = new /icon('dam_human.dmi', "[O.damage_state]-2") // repeat for lying icons
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DI.Blend(new /icon('dam_mask.dmi', "[O.icon_name]2"), ICON_MULTIPLY)
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DI.Blend(new /icon('dam_mask.dmi', "[O.icon_name]2"), ICON_MULTIPLY)
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// world << "[O.r_name]2 [O.d_i_state]-2 \icon[DI]"
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// world << "[O.r_name]2 [O.d_i_state]-2 \icon[DI]"
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body_lying += DI
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lying.Blend(DI,ICON_OVERLAY)
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damageicon_standing = new /image("icon" = standing, "layer" = DAMAGE_LAYER)
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damageicon_lying = new /image("icon" = lying, "layer" = DAMAGE_LAYER)
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
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