diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 2af9e4c92f..2504da2d06 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -684,7 +684,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out. icon = 'icons/obj/device.dmi' //Worn icon generation for on-mob sprites -/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0) +/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer) //Get the required information about the base icon var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands) var/state2use = get_worn_icon_state(slot_name = slot_name) @@ -765,14 +765,14 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out. return icon_state //Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative) -/obj/item/proc/get_worn_layer(var/default_layer) +/obj/item/proc/get_worn_layer(var/default_layer = 0) //1: worn_layer variable if(!isnull(worn_layer)) //Can be zero, so... - return -100+worn_layer + return BODY_LAYER+worn_layer //2: your default - return -100+default_layer + return BODY_LAYER+default_layer //Apply the addblend blends onto the icon /obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon) diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm index 18a4fd614e..3f39fbce92 100644 --- a/code/game/objects/items/weapons/storage/belt.dm +++ b/code/game/objects/items/weapons/storage/belt.dm @@ -25,7 +25,7 @@ //Some belts have sprites to show icons /obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0) var/image/standing = ..() - if(contents.len) + if(!inhands && contents.len) for(var/obj/item/i in contents) var/i_state = i.item_state if(!i_state) i_state = i.icon_state diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index c4c0d4ac36..decd4bd8d4 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -53,7 +53,6 @@ dna.ready_dna(src) dna.real_name = real_name sync_organ_dna() - make_blood() /mob/living/carbon/human/Destroy() human_mob_list -= src @@ -1168,7 +1167,7 @@ maxHealth = species.total_health spawn(0) - regenerate_icons() + make_blood() if(vessel.total_volume < species.blood_volume) vessel.maximum_volume = species.blood_volume vessel.add_reagent("blood", species.blood_volume - vessel.total_volume) @@ -1538,22 +1537,17 @@ return species.fire_icon_state // Called by job_controller. Makes drones start with a permit, might be useful for other people later too. -/mob/living/carbon/human/equip_post_job() +/mob/living/carbon/human/equip_post_job() //Drone Permit moved to equip_survival_gear() var/braintype = get_FBP_type() if(braintype == FBP_DRONE) var/turf/T = get_turf(src) var/obj/item/clothing/accessory/permit/drone/permit = new(T) permit.set_name(real_name) - equip_to_slot_or_del(permit, slot_in_backpack) + equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor. -/mob/living/carbon/human/proc/update_icon_special(var/update_icons = TRUE) //For things such as teshari hiding and whatnot. +/mob/living/carbon/human/proc/update_icon_special() //For things such as teshari hiding and whatnot. if(hiding) // Hiding? Carry on. if(stat == DEAD || paralysis || weakened || stunned) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work. hiding = FALSE //No hiding for you. Mob layer should be updated naturally, but it actually doesn't. else layer = HIDING_LAYER - - //Can put special species icon update proc calls here, if any are ever invented. - - if(update_icons) - update_icons() diff --git a/code/modules/mob/new_player/preferences_setup.dm b/code/modules/mob/new_player/preferences_setup.dm index 1852d3ef61..5ff4aee021 100644 --- a/code/modules/mob/new_player/preferences_setup.dm +++ b/code/modules/mob/new_player/preferences_setup.dm @@ -257,6 +257,9 @@ var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin(client_ckey) mannequin.delete_inventory(TRUE) dress_preview_mob(mannequin) + + //Let any late overlays get applied. + sleep(5) preview_icon = icon('icons/effects/128x48.dmi', bgstate) preview_icon.Scale(48+32, 16+32) diff --git a/code/modules/organs/blood.dm b/code/modules/organs/blood.dm index 9b0bef6aaa..50c326277d 100644 --- a/code/modules/organs/blood.dm +++ b/code/modules/organs/blood.dm @@ -27,8 +27,6 @@ var/const/CE_STABLE_THRESHOLD = 0.5 return vessel.add_reagent("blood",species.blood_volume) - spawn(1) - fixblood() //Resets blood data /mob/living/carbon/human/proc/fixblood()