mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-27 14:06:43 +01:00
Planes Framework (#4545)
* Polaris initial plane upstream merge * POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT * POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays. * POLARIS: Adds a 'alter values' proc for plane master ease of tweaking Setting stuff like colorblindness variety and things. * Remove NIF reference, fix lighting layer define * Handle effects above lighting plane * Moved all layer defines to planes+layers.dm * Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE * Merge: 3000% human/update_icons() speed improvement * Merge: Avoid ghosts pointing at things
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@@ -260,12 +260,9 @@
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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layer = 20
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if(user.client)
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user.client.screen |= src
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if(user.pulling == src)
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user.stop_pulling()
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appearance_flags |= NO_CLIENT_COLOR
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hud_layerise()
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if(user.client) user.client.screen |= src
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if(user.pulling == src) user.stop_pulling()
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return
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//Defines which slots correspond to which slot flags
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@@ -50,7 +50,7 @@
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user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
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"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
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H.lip_style = colour
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H.update_body()
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H.update_icons_body()
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else
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user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
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"<span class='notice'>You begin to apply \the [src].</span>")
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@@ -58,7 +58,7 @@
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user.visible_message("<span class='notice'>[user] does [H]'s lips with \the [src].</span>", \
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"<span class='notice'>You apply \the [src].</span>")
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H.lip_style = colour
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H.update_body()
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H.update_icons_body()
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else
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user << "<span class='notice'>Where are the lips on that?</span>"
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@@ -90,7 +90,7 @@
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else
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if (M.ear_damage >= 5)
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M << "<span class='danger'>Your ears start to ring!</span>"
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M.update_icons()
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M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
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/obj/item/weapon/grenade/flashbang/Destroy()
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walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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@@ -174,7 +174,7 @@
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src.boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
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for(var/obj/O in src.contents)
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O.screen_loc = "[cx],[cy]"
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O.layer = 20
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O.hud_layerise()
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cx++
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if (cx > mx)
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cx = tx
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@@ -192,7 +192,7 @@
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for(var/datum/numbered_display/ND in display_contents)
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ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
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ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
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ND.sample_object.layer = 20
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ND.sample_object.hud_layerise()
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cx++
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if (cx > (4+cols))
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cx = 4
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@@ -201,7 +201,7 @@
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for(var/obj/O in contents)
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O.screen_loc = "[cx]:16,[cy]:16"
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O.maptext = ""
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O.layer = 20
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O.hud_layerise()
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cx++
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if (cx > (4+cols))
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cx = 4
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@@ -252,7 +252,7 @@
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O.screen_loc = "4:[round((startpoint+endpoint)/2)+2],2:16"
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O.maptext = ""
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O.layer = 20
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O.hud_layerise()
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src.closer.screen_loc = "4:[storage_width+19],2:16"
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return
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@@ -395,9 +395,9 @@
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if(ismob(loc))
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W.dropped(usr)
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if(ismob(new_location))
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W.layer = 20
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W.hud_layerise()
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else
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W.layer = initial(W.layer)
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W.reset_plane_and_layer()
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W.forceMove(new_location)
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else
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W.forceMove(get_turf(src))
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@@ -546,41 +546,38 @@
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src.boxes.master = src
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src.boxes.icon_state = "block"
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src.boxes.screen_loc = "7,7 to 10,8"
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src.boxes.layer = 19
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src.storage_start = new /obj/screen/storage( )
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src.storage_start.name = "storage"
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src.storage_start.master = src
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src.storage_start.icon_state = "storage_start"
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src.storage_start.screen_loc = "7,7 to 10,8"
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src.storage_start.layer = 19
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src.storage_continue = new /obj/screen/storage( )
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src.storage_continue.name = "storage"
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src.storage_continue.master = src
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src.storage_continue.icon_state = "storage_continue"
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src.storage_continue.screen_loc = "7,7 to 10,8"
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src.storage_continue.layer = 19
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src.storage_end = new /obj/screen/storage( )
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src.storage_end.name = "storage"
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src.storage_end.master = src
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src.storage_end.icon_state = "storage_end"
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src.storage_end.screen_loc = "7,7 to 10,8"
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src.storage_end.layer = 19
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src.stored_start = new /obj //we just need these to hold the icon
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src.stored_start.icon_state = "stored_start"
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src.stored_start.layer = 19
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src.stored_continue = new /obj
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src.stored_continue.icon_state = "stored_continue"
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src.stored_continue.layer = 19
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src.stored_end = new /obj
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src.stored_end.icon_state = "stored_end"
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src.stored_end.layer = 19
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src.closer = new /obj/screen/close( )
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src.closer.master = src
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src.closer.icon_state = "storage_close"
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src.closer.layer = 20
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src.closer.hud_layerise()
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orient2hud()
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return
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@@ -1,6 +1,3 @@
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#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
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#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.2
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/obj/structure/curtain
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name = "curtain"
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icon = 'icons/obj/curtain.dmi'
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@@ -198,5 +198,6 @@
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/obj/structure/flora/tree/sif/update_icon()
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set_light(5, 1, "#33ccff")
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overlays.Cut()
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overlays.Add(image(icon = 'icons/obj/flora/deadtrees.dmi', icon_state = "[icon_state]_glow", layer = LIGHTING_LAYER + 0.1))
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var/image/glow = image(icon = 'icons/obj/flora/deadtrees.dmi', icon_state = "[icon_state]_glow")
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glow.plane = PLANE_LIGHTING_ABOVE
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overlays = list(glow)
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@@ -48,7 +48,7 @@
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else
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src.icon_state = "morgue3"
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if(broadcast)
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broadcast_medical_hud_message("[src] was able to establish a mental interface with occupant.", src)
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global_announcer.autosay("[src] was able to establish a mental interface with occupant.", "[src]", "Medical")
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else
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src.icon_state = "morgue1"
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return
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