mirror of
https://github.com/KabKebab/GS13.git
synced 2026-02-09 15:17:41 +00:00
Fixes and updates code a bit ye
cum is stored in the mouth and rhrhrnglnrhrlbrhttrrhrr
This commit is contained in:
@@ -32,5 +32,10 @@
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#define MOVESPEED_ID_SANITY "MOOD_SANITY"
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#define MOVESPEED_ID_TASED_STATUS "MOOD_SANITY"
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#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
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#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
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#define MOVESPEED_ID_SHRUNK "SHRINK_SPEED_MODIFIER"
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#define MOVESPEED_ID_GROW "GROWTH_SPEED_MODIFIER"
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#define MOVESPEED_ID_GROW "GROWTH_SPEED_MODIFIER"
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@@ -865,47 +865,73 @@
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return
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. = ..()
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/mob/living/carbon/human/proc/piggyback_instant(mob/living/M)
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return buckle_mob(M, TRUE, TRUE, FALSE, TRUE)
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//src is the user that will be carrying, target is the mob to be carried
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/mob/living/carbon/human/proc/can_piggyback(mob/living/carbon/target)
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return (istype(target) && target.stat == CONSCIOUS)
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//Can C try to piggyback at all.
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/mob/living/carbon/human/proc/can_piggyback(mob/living/carbon/C)
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if(istype(C) && C.stat == CONSCIOUS)
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return TRUE
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return FALSE
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/mob/living/carbon/human/proc/can_be_firemanned(mob/living/carbon/target)
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return (ishuman(target) && target.lying)
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/mob/living/carbon/human/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, bypass_piggybacking = FALSE, no_delay = FALSE)
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/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
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if(can_be_firemanned(target))
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visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
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"<span class='notice'>You start lifting [target] onto your back...</span>")
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if(do_after(src, 30, TRUE, target))
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//Second check to make sure they're still valid to be carried
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if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
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target.resting = FALSE
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buckle_mob(target, TRUE, TRUE, 90, 1, 0)
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return
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visible_message("<span class='warning'>[src] fails to fireman carry [target]!")
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else
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to_chat(src, "<span class='notice'>You can't fireman carry [target] while they're standing!</span>")
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/mob/living/carbon/human/proc/piggyback(mob/living/carbon/target)
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if(can_piggyback(target))
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visible_message("<span class='notice'>[target] starts to climb onto [src]...</span>")
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if(do_after(target, 15, target = src))
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if(can_piggyback(target))
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if(target.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
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target.visible_message("<span class='warning'>[target] can't hang onto [src]!</span>")
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return
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buckle_mob(target, TRUE, TRUE, FALSE, 0, 2)
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else
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visible_message("<span class='warning'>[target] fails to climb onto [src]!</span>")
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else
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to_chat(target, "<span class='warning'>You can't piggyback ride [src] right now!</span>")
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/mob/living/carbon/human/buckle_mob(mob/living/target, force = FALSE, check_loc = TRUE, lying_buckle = FALSE, hands_needed = 0, target_hands_needed = 0)
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if(!force)//humans are only meant to be ridden through piggybacking and special cases
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return
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if(bypass_piggybacking)
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return ..()
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if(!is_type_in_typecache(M, can_ride_typecache))
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M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
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if(!is_type_in_typecache(target, can_ride_typecache))
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target.visible_message("<span class='warning'>[target] really can't seem to mount [src]...</span>")
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return
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buckle_lying = lying_buckle
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var/datum/component/riding/human/riding_datum = LoadComponent(/datum/component/riding/human)
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riding_datum.ride_check_rider_incapacitated = TRUE
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riding_datum.ride_check_rider_restrained = TRUE
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riding_datum.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(-6, 4), TEXT_WEST = list( 6, 4)))
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if(buckled_mobs && ((M in buckled_mobs) || (buckled_mobs.len >= max_buckled_mobs)) || buckled || (M.stat != CONSCIOUS))
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if(target_hands_needed)
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riding_datum.ride_check_rider_restrained = TRUE
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if(buckled_mobs && ((target in buckled_mobs) || (buckled_mobs.len >= max_buckled_mobs)) || buckled)
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return
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if(can_piggyback(M))
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riding_datum.ride_check_ridden_incapacitated = TRUE
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visible_message("<span class='notice'>[M] starts to climb onto [src]...</span>")
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if(no_delay || do_after(M, 15, target = src))
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if(can_piggyback(M))
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if(M.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
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M.visible_message("<span class='warning'>[M] can't hang onto [src]!</span>")
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return
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if(!riding_datum.equip_buckle_inhands(M, 2)) //MAKE SURE THIS IS LAST!!
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M.visible_message("<span class='warning'>[M] can't climb onto [src]!</span>")
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return
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. = ..(M, force, check_loc)
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stop_pulling()
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else
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visible_message("<span class='warning'>[M] fails to climb onto [src]!</span>")
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else
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. = ..(M,force,check_loc)
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stop_pulling()
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var/equipped_hands_self
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var/equipped_hands_target
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if(hands_needed)
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equipped_hands_self = riding_datum.equip_buckle_inhands(src, hands_needed, target)
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if(target_hands_needed)
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equipped_hands_target = riding_datum.equip_buckle_inhands(target, target_hands_needed)
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if(hands_needed || target_hands_needed)
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if(hands_needed && !equipped_hands_self)
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src.visible_message("<span class='warning'>[src] can't get a grip on [target] because their hands are full!</span>",
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"<span class='warning'>You can't get a grip on [target] because your hands are full!</span>")
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return
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else if(target_hands_needed && !equipped_hands_target)
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target.visible_message("<span class='warning'>[target] can't get a grip on [src] because their hands are full!</span>",
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"<span class='warning'>You can't get a grip on [src] because your hands are full!</span>")
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return
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stop_pulling()
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riding_datum.handle_vehicle_layer()
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. = ..(target, force, check_loc)
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/mob/living/carbon/human/proc/is_shove_knockdown_blocked() //If you want to add more things that block shove knockdown, extend this
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for(var/obj/item/clothing/C in get_equipped_items()) //doesn't include pockets
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@@ -174,3 +174,15 @@
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var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
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equip_to_slot_or_del(helmet,SLOT_HEAD)
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helmet.attack_self(src) // todo encapsulate toggle
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/mob/living/carbon/monkey/tumor
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name = "living teratoma"
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verb_say = "blabbers"
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initial_language_holder = /datum/language_holder/monkey
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icon = 'icons/mob/monkey.dmi'
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icon_state = ""
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butcher_results = list(/obj/effect/spawner/lootdrop/teratoma/minor = 5, /obj/effect/spawner/lootdrop/teratoma/major = 1)
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type_of_meat = /obj/effect/spawner/lootdrop/teratoma/minor
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aggressive = TRUE
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bodyparts = list(/obj/item/bodypart/chest/monkey/teratoma, /obj/item/bodypart/head/monkey/teratoma, /obj/item/bodypart/l_arm/monkey/teratoma,
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/obj/item/bodypart/r_arm/monkey/teratoma, /obj/item/bodypart/r_leg/monkey/teratoma, /obj/item/bodypart/l_leg/monkey/teratoma)
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@@ -1,355 +1,79 @@
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//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
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/mob/living/carbon/update_transform()
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var/matrix/ntransform = matrix(transform) //aka transform.Copy()
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var/final_pixel_y = pixel_y
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var/final_dir = dir
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var/changed = 0
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if(lying != lying_prev && rotate_on_lying)
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changed++
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ntransform.TurnTo(lying_prev,lying)
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if(lying == 0) //Lying to standing
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final_pixel_y = get_standard_pixel_y_offset()
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if(size_multiplier >= 1) //if its bigger than normal
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ntransform.Translate(0,16 * (size_multiplier-1))
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else
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if(lying_prev == 90)
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ntransform.Translate(16 * (size_multiplier-1),16 * (size_multiplier-1))
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if(lying_prev == 270)
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ntransform.Translate(-16 * (size_multiplier-1),16 * (size_multiplier-1))
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else //if(lying != 0)
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if(lying_prev == 0) //Standing to lying
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pixel_y = get_standard_pixel_y_offset()
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final_pixel_y = get_standard_pixel_y_offset(lying)
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if(lying == 90) //Check the angle of the sprite to offset it accordingly.
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ntransform.Translate(-16 * (size_multiplier-1),0)
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if(size_multiplier < 1) //if its smaller than normal
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ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards
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if(lying == 270) //check the angle of the sprite to offset it accordingly
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ntransform.Translate(16 * (size_multiplier-1),0)
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if(size_multiplier < 1) //if its smaller than normal
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ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards
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if(dir & (EAST|WEST)) //Facing east or west
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final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
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if(resize != RESIZE_DEFAULT_SIZE)
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changed++
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ntransform.Scale(resize)
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resize = RESIZE_DEFAULT_SIZE
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//Apply size multiplier, thank NeverExisted for this
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if(size_multiplier != previous_size)
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changed++
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//now we offset the sprite
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//Scaling affects offset. There's probably a smarter and easier way to do this, but this way it works for sure (?)
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//Just to be clear. All this bullshit is needed because someone wanted to store the old transform matrix instead of using a new one each iteration
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//Winfre is currently doing a great job at coating my nuts in slobber while i code this
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if(!lying) //when standing. People of all sizes are affected equally
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ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
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ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly.
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ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
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else //when lying. Macros dont get an offset, Micros do. We must also check the cases when a micro becomes a macro and viceversa
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if(previous_size <= 1 && size_multiplier <= 1) //micro stays a micro. We modify the side-offset
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ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
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ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
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ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
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if(previous_size <= 1 && size_multiplier > 1) //micro becomes a macro. We remove the side-offset
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ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
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ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
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if(previous_size > 1 && size_multiplier <= 1) //macro becomes a micro. We add an offset
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ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly.
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ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
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if(previous_size > 1 && size_multiplier > 1) //macro stays a macro. We just scale the sprite with no offset changes
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ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
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previous_size = size_multiplier
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if(changed)
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animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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/mob/living/carbon/monkey/regenerate_icons()
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if(!..())
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update_body_parts()
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update_hair()
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update_inv_wear_mask()
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update_inv_head()
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update_inv_back()
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update_transform()
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/mob/living/carbon
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var/list/overlays_standing[TOTAL_LAYERS]
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/mob/living/carbon/proc/apply_overlay(cache_index)
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if((. = overlays_standing[cache_index]))
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add_overlay(.)
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/mob/living/carbon/proc/remove_overlay(cache_index)
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var/I = overlays_standing[cache_index]
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if(I)
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cut_overlay(I)
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overlays_standing[cache_index] = null
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/mob/living/carbon/regenerate_icons()
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if(notransform)
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return 1
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update_inv_hands()
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update_inv_handcuffed()
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update_inv_legcuffed()
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update_fire()
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////////
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/mob/living/carbon/update_inv_hands()
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remove_overlay(HANDS_LAYER)
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if (handcuffed)
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drop_all_held_items()
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/mob/living/carbon/monkey/update_hair()
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remove_overlay(HAIR_LAYER)
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var/obj/item/bodypart/head/HD = get_bodypart(BODY_ZONE_HEAD)
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if(!HD) //Decapitated
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return
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var/list/hands = list()
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for(var/obj/item/I in held_items)
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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I.screen_loc = ui_hand_position(get_held_index_of_item(I))
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client.screen += I
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if(observers && observers.len)
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for(var/M in observers)
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var/mob/dead/observe = M
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if(observe.client && observe.client.eye == src)
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observe.client.screen += I
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else
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observers -= observe
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if(!observers.len)
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observers = null
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break
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var/t_state = I.item_state
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if(!t_state)
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t_state = I.icon_state
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var/icon_file = I.lefthand_file
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if(get_held_index_of_item(I) % 2 == 0)
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icon_file = I.righthand_file
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hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
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overlays_standing[HANDS_LAYER] = hands
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apply_overlay(HANDS_LAYER)
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/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
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remove_overlay(FIRE_LAYER)
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if(on_fire)
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var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
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new_fire_overlay.appearance_flags = RESET_COLOR
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overlays_standing[FIRE_LAYER] = new_fire_overlay
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apply_overlay(FIRE_LAYER)
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/mob/living/carbon/update_damage_overlays()
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remove_overlay(DAMAGE_LAYER)
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var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER)
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overlays_standing[DAMAGE_LAYER] = damage_overlay
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.dmg_overlay_type)
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if(BP.brutestate)
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damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays
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if(BP.burnstate)
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damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
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apply_overlay(DAMAGE_LAYER)
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/mob/living/carbon/update_inv_wear_mask()
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remove_overlay(FACEMASK_LAYER)
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if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
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if(HAS_TRAIT(src, TRAIT_HUSK))
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return
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if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
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inv.update_icon()
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if(wear_mask)
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if(!(head && (head.flags_inv & HIDEMASK)))
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overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi')
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update_hud_wear_mask(wear_mask)
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apply_overlay(FACEMASK_LAYER)
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/mob/living/carbon/update_inv_neck()
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remove_overlay(NECK_LAYER)
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if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
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inv.update_icon()
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if(wear_neck)
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if(!(head && (head.flags_inv & HIDENECK)))
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overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi')
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update_hud_neck(wear_neck)
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apply_overlay(NECK_LAYER)
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/mob/living/carbon/update_inv_back()
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remove_overlay(BACK_LAYER)
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if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
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inv.update_icon()
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if(back)
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overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
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update_hud_back(back)
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apply_overlay(BACK_LAYER)
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/mob/living/carbon/update_inv_head()
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remove_overlay(HEAD_LAYER)
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if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
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return
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|
||||
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
|
||||
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
|
||||
inv.update_icon()
|
||||
var/hair_hidden = 0
|
||||
|
||||
if(head)
|
||||
overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
|
||||
update_hud_head(head)
|
||||
|
||||
apply_overlay(HEAD_LAYER)
|
||||
var/obj/item/I = head
|
||||
if(I.flags_inv & HIDEHAIR)
|
||||
hair_hidden = 1
|
||||
if(wear_mask)
|
||||
var/obj/item/clothing/mask/M = wear_mask
|
||||
if(M.flags_inv & HIDEHAIR)
|
||||
hair_hidden = 1
|
||||
if(!hair_hidden)
|
||||
if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
|
||||
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER)
|
||||
apply_overlay(HAIR_LAYER)
|
||||
|
||||
|
||||
/mob/living/carbon/update_inv_handcuffed()
|
||||
remove_overlay(HANDCUFF_LAYER)
|
||||
if(handcuffed)
|
||||
var/mutable_appearance/cuffs = mutable_appearance('icons/mob/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
|
||||
cuffs.color = handcuffed.color
|
||||
/mob/living/carbon/monkey/update_fire()
|
||||
..("Monkey_burning")
|
||||
|
||||
overlays_standing[HANDCUFF_LAYER] = cuffs
|
||||
apply_overlay(HANDCUFF_LAYER)
|
||||
|
||||
/mob/living/carbon/update_inv_legcuffed()
|
||||
/mob/living/carbon/monkey/update_inv_legcuffed()
|
||||
remove_overlay(LEGCUFF_LAYER)
|
||||
clear_alert("legcuffed")
|
||||
if(legcuffed)
|
||||
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
|
||||
legcuffs.color = legcuffed.color
|
||||
legcuffs.color = handcuffed.color
|
||||
legcuffs.pixel_y = 8
|
||||
|
||||
overlays_standing[HANDCUFF_LAYER] = legcuffs
|
||||
apply_overlay(LEGCUFF_LAYER)
|
||||
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
|
||||
|
||||
//mob HUD updates for items in our inventory
|
||||
|
||||
//update whether handcuffs appears on our hud.
|
||||
/mob/living/carbon/proc/update_hud_handcuffed()
|
||||
if(hud_used)
|
||||
for(var/hand in hud_used.hand_slots)
|
||||
var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand]
|
||||
if(H)
|
||||
H.update_icon()
|
||||
//monkey HUD updates for items in our inventory
|
||||
|
||||
//update whether our head item appears on our hud.
|
||||
/mob/living/carbon/proc/update_hud_head(obj/item/I)
|
||||
return
|
||||
/mob/living/carbon/monkey/update_hud_head(obj/item/I)
|
||||
if(client && hud_used && hud_used.hud_shown)
|
||||
I.screen_loc = ui_monkey_head
|
||||
client.screen += I
|
||||
|
||||
//update whether our mask item appears on our hud.
|
||||
/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
|
||||
return
|
||||
/mob/living/carbon/monkey/update_hud_wear_mask(obj/item/I)
|
||||
if(client && hud_used && hud_used.hud_shown)
|
||||
I.screen_loc = ui_monkey_mask
|
||||
client.screen += I
|
||||
|
||||
//update whether our neck item appears on our hud.
|
||||
/mob/living/carbon/proc/update_hud_neck(obj/item/I)
|
||||
return
|
||||
/mob/living/carbon/monkey/update_hud_neck(obj/item/I)
|
||||
if(client && hud_used && hud_used.hud_shown)
|
||||
I.screen_loc = ui_monkey_neck
|
||||
client.screen += I
|
||||
|
||||
//update whether our back item appears on our hud.
|
||||
/mob/living/carbon/proc/update_hud_back(obj/item/I)
|
||||
return
|
||||
|
||||
|
||||
|
||||
//Overlays for the worn overlay so you can overlay while you overlay
|
||||
//eg: ammo counters, primed grenade flashing, etc.
|
||||
//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file
|
||||
/obj/item/proc/worn_overlays(isinhands = FALSE, icon_file)
|
||||
. = list()
|
||||
|
||||
|
||||
/mob/living/carbon/update_body()
|
||||
update_body_parts()
|
||||
|
||||
/mob/living/carbon/proc/update_body_parts()
|
||||
//CHECK FOR UPDATE
|
||||
var/oldkey = icon_render_key
|
||||
icon_render_key = generate_icon_render_key()
|
||||
if(oldkey == icon_render_key)
|
||||
return
|
||||
|
||||
remove_overlay(BODYPARTS_LAYER)
|
||||
|
||||
for(var/X in bodyparts)
|
||||
var/obj/item/bodypart/BP = X
|
||||
BP.update_limb()
|
||||
|
||||
//LOAD ICONS
|
||||
if(limb_icon_cache[icon_render_key])
|
||||
load_limb_from_cache()
|
||||
return
|
||||
|
||||
//GENERATE NEW LIMBS
|
||||
var/list/new_limbs = list()
|
||||
for(var/X in bodyparts)
|
||||
var/obj/item/bodypart/BP = X
|
||||
new_limbs += BP.get_limb_icon()
|
||||
if(new_limbs.len)
|
||||
overlays_standing[BODYPARTS_LAYER] = new_limbs
|
||||
limb_icon_cache[icon_render_key] = new_limbs
|
||||
|
||||
apply_overlay(BODYPARTS_LAYER)
|
||||
update_damage_overlays()
|
||||
|
||||
|
||||
|
||||
/////////////////////
|
||||
// Limb Icon Cache //
|
||||
/////////////////////
|
||||
/*
|
||||
Called from update_body_parts() these procs handle the limb icon cache.
|
||||
the limb icon cache adds an icon_render_key to a human mob, it represents:
|
||||
- skin_tone (if applicable)
|
||||
- gender
|
||||
- limbs (stores as the limb name and whether it is removed/fine, organic/robotic)
|
||||
These procs only store limbs as to increase the number of matching icon_render_keys
|
||||
This cache exists because drawing 6/7 icons for humans constantly is quite a waste
|
||||
See RemieRichards on irc.rizon.net #coderbus
|
||||
*/
|
||||
|
||||
//produces a key based on the mob's limbs
|
||||
|
||||
/mob/living/carbon/proc/generate_icon_render_key()
|
||||
for(var/X in bodyparts)
|
||||
var/obj/item/bodypart/BP = X
|
||||
. += "-[BP.body_zone]"
|
||||
if(BP.use_digitigrade)
|
||||
. += "-digitigrade[BP.use_digitigrade]"
|
||||
if(BP.animal_origin)
|
||||
. += "-[BP.animal_origin]"
|
||||
if(BP.status == BODYPART_ORGANIC)
|
||||
. += "-organic"
|
||||
else
|
||||
. += "-robotic"
|
||||
|
||||
if(HAS_TRAIT(src, TRAIT_HUSK))
|
||||
. += "-husk"
|
||||
|
||||
|
||||
//change the mob's icon to the one matching its key
|
||||
/mob/living/carbon/proc/load_limb_from_cache()
|
||||
if(limb_icon_cache[icon_render_key])
|
||||
remove_overlay(BODYPARTS_LAYER)
|
||||
overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key]
|
||||
apply_overlay(BODYPARTS_LAYER)
|
||||
update_damage_overlays()
|
||||
/mob/living/carbon/monkey/update_hud_back(obj/item/I)
|
||||
if(client && hud_used && hud_used.hud_shown)
|
||||
I.screen_loc = ui_monkey_back
|
||||
client.screen += I
|
||||
|
||||
@@ -10,10 +10,29 @@
|
||||
ntransform.TurnTo(lying_prev,lying)
|
||||
if(lying == 0) //Lying to standing
|
||||
final_pixel_y = get_standard_pixel_y_offset()
|
||||
if(size_multiplier >= 1) //if its bigger than normal
|
||||
ntransform.Translate(0,16 * (size_multiplier-1))
|
||||
else
|
||||
if(lying_prev == 90)
|
||||
ntransform.Translate(16 * (size_multiplier-1),16 * (size_multiplier-1))
|
||||
|
||||
if(lying_prev == 270)
|
||||
ntransform.Translate(-16 * (size_multiplier-1),16 * (size_multiplier-1))
|
||||
|
||||
else //if(lying != 0)
|
||||
if(lying_prev == 0) //Standing to lying
|
||||
pixel_y = get_standard_pixel_y_offset()
|
||||
final_pixel_y = get_standard_pixel_y_offset(lying)
|
||||
if(lying == 90) //Check the angle of the sprite to offset it accordingly.
|
||||
ntransform.Translate(-16 * (size_multiplier-1),0)
|
||||
if(size_multiplier < 1) //if its smaller than normal
|
||||
ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards
|
||||
|
||||
if(lying == 270) //check the angle of the sprite to offset it accordingly
|
||||
ntransform.Translate(16 * (size_multiplier-1),0)
|
||||
if(size_multiplier < 1) //if its smaller than normal
|
||||
ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards
|
||||
|
||||
if(dir & (EAST|WEST)) //Facing east or west
|
||||
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
|
||||
|
||||
@@ -22,11 +41,40 @@
|
||||
ntransform.Scale(resize)
|
||||
resize = RESIZE_DEFAULT_SIZE
|
||||
|
||||
//Apply size multiplier, thank NeverExisted for this
|
||||
if(size_multiplier != previous_size)
|
||||
changed++
|
||||
//now we offset the sprite
|
||||
//Scaling affects offset. There's probably a smarter and easier way to do this, but this way it works for sure (?)
|
||||
//Just to be clear. All this bullshit is needed because someone wanted to store the old transform matrix instead of using a new one each iteration
|
||||
//Winfre is currently doing a great job at coating my nuts in slobber while i code this
|
||||
if(!lying) //when standing. People of all sizes are affected equally
|
||||
ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
|
||||
ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly.
|
||||
ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
|
||||
else //when lying. Macros dont get an offset, Micros do. We must also check the cases when a micro becomes a macro and viceversa
|
||||
if(previous_size <= 1 && size_multiplier <= 1) //micro stays a micro. We modify the side-offset
|
||||
ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
|
||||
ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
|
||||
ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
|
||||
|
||||
if(previous_size <= 1 && size_multiplier > 1) //micro becomes a macro. We remove the side-offset
|
||||
ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite
|
||||
ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
|
||||
|
||||
if(previous_size > 1 && size_multiplier <= 1) //macro becomes a micro. We add an offset
|
||||
ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly.
|
||||
ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset
|
||||
|
||||
if(previous_size > 1 && size_multiplier > 1) //macro stays a macro. We just scale the sprite with no offset changes
|
||||
ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly
|
||||
|
||||
previous_size = size_multiplier
|
||||
|
||||
if(changed)
|
||||
animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
|
||||
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
|
||||
|
||||
|
||||
/mob/living/carbon
|
||||
var/list/overlays_standing[TOTAL_LAYERS]
|
||||
|
||||
|
||||
@@ -2882,6 +2882,9 @@
|
||||
#include "hyperstation\code\mobs\werewolf.dm"
|
||||
#include "hyperstation\code\modules\antagonists\werewolf\werewolf.dm"
|
||||
#include "hyperstation\code\modules\crafting\recipes.dm"
|
||||
#include "hyperstation\code\modules\resize\holder_micro.dm"
|
||||
#include "hyperstation\code\modules\resize\resizing.dm"
|
||||
#include "hyperstation\code\modules\resize\sizegun.dm"
|
||||
#include "hyperstation\code\obj\decal.dm"
|
||||
#include "hyperstation\code\obj\fluff.dm"
|
||||
#include "hyperstation\code\obj\kinkyclothes.dm"
|
||||
|
||||
Reference in New Issue
Block a user