Fixes and updates code a bit ye

cum is stored in the mouth and rhrhrnglnrhrlbrhttrrhrr
This commit is contained in:
Dahlular
2020-04-17 10:10:18 -06:00
parent d3882fb0f4
commit 9a8a8af918
6 changed files with 179 additions and 361 deletions

View File

@@ -32,5 +32,10 @@
#define MOVESPEED_ID_SANITY "MOOD_SANITY"
#define MOVESPEED_ID_TASED_STATUS "MOOD_SANITY"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRUNK "SHRINK_SPEED_MODIFIER"
#define MOVESPEED_ID_GROW "GROWTH_SPEED_MODIFIER"
#define MOVESPEED_ID_GROW "GROWTH_SPEED_MODIFIER"

View File

@@ -865,47 +865,73 @@
return
. = ..()
/mob/living/carbon/human/proc/piggyback_instant(mob/living/M)
return buckle_mob(M, TRUE, TRUE, FALSE, TRUE)
//src is the user that will be carrying, target is the mob to be carried
/mob/living/carbon/human/proc/can_piggyback(mob/living/carbon/target)
return (istype(target) && target.stat == CONSCIOUS)
//Can C try to piggyback at all.
/mob/living/carbon/human/proc/can_piggyback(mob/living/carbon/C)
if(istype(C) && C.stat == CONSCIOUS)
return TRUE
return FALSE
/mob/living/carbon/human/proc/can_be_firemanned(mob/living/carbon/target)
return (ishuman(target) && target.lying)
/mob/living/carbon/human/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, bypass_piggybacking = FALSE, no_delay = FALSE)
/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
if(can_be_firemanned(target))
visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
"<span class='notice'>You start lifting [target] onto your back...</span>")
if(do_after(src, 30, TRUE, target))
//Second check to make sure they're still valid to be carried
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
target.resting = FALSE
buckle_mob(target, TRUE, TRUE, 90, 1, 0)
return
visible_message("<span class='warning'>[src] fails to fireman carry [target]!")
else
to_chat(src, "<span class='notice'>You can't fireman carry [target] while they're standing!</span>")
/mob/living/carbon/human/proc/piggyback(mob/living/carbon/target)
if(can_piggyback(target))
visible_message("<span class='notice'>[target] starts to climb onto [src]...</span>")
if(do_after(target, 15, target = src))
if(can_piggyback(target))
if(target.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
target.visible_message("<span class='warning'>[target] can't hang onto [src]!</span>")
return
buckle_mob(target, TRUE, TRUE, FALSE, 0, 2)
else
visible_message("<span class='warning'>[target] fails to climb onto [src]!</span>")
else
to_chat(target, "<span class='warning'>You can't piggyback ride [src] right now!</span>")
/mob/living/carbon/human/buckle_mob(mob/living/target, force = FALSE, check_loc = TRUE, lying_buckle = FALSE, hands_needed = 0, target_hands_needed = 0)
if(!force)//humans are only meant to be ridden through piggybacking and special cases
return
if(bypass_piggybacking)
return ..()
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
if(!is_type_in_typecache(target, can_ride_typecache))
target.visible_message("<span class='warning'>[target] really can't seem to mount [src]...</span>")
return
buckle_lying = lying_buckle
var/datum/component/riding/human/riding_datum = LoadComponent(/datum/component/riding/human)
riding_datum.ride_check_rider_incapacitated = TRUE
riding_datum.ride_check_rider_restrained = TRUE
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)))
if(buckled_mobs && ((M in buckled_mobs) || (buckled_mobs.len >= max_buckled_mobs)) || buckled || (M.stat != CONSCIOUS))
if(target_hands_needed)
riding_datum.ride_check_rider_restrained = TRUE
if(buckled_mobs && ((target in buckled_mobs) || (buckled_mobs.len >= max_buckled_mobs)) || buckled)
return
if(can_piggyback(M))
riding_datum.ride_check_ridden_incapacitated = TRUE
visible_message("<span class='notice'>[M] starts to climb onto [src]...</span>")
if(no_delay || do_after(M, 15, target = src))
if(can_piggyback(M))
if(M.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
M.visible_message("<span class='warning'>[M] can't hang onto [src]!</span>")
return
if(!riding_datum.equip_buckle_inhands(M, 2)) //MAKE SURE THIS IS LAST!!
M.visible_message("<span class='warning'>[M] can't climb onto [src]!</span>")
return
. = ..(M, force, check_loc)
stop_pulling()
else
visible_message("<span class='warning'>[M] fails to climb onto [src]!</span>")
else
. = ..(M,force,check_loc)
stop_pulling()
var/equipped_hands_self
var/equipped_hands_target
if(hands_needed)
equipped_hands_self = riding_datum.equip_buckle_inhands(src, hands_needed, target)
if(target_hands_needed)
equipped_hands_target = riding_datum.equip_buckle_inhands(target, target_hands_needed)
if(hands_needed || target_hands_needed)
if(hands_needed && !equipped_hands_self)
src.visible_message("<span class='warning'>[src] can't get a grip on [target] because their hands are full!</span>",
"<span class='warning'>You can't get a grip on [target] because your hands are full!</span>")
return
else if(target_hands_needed && !equipped_hands_target)
target.visible_message("<span class='warning'>[target] can't get a grip on [src] because their hands are full!</span>",
"<span class='warning'>You can't get a grip on [src] because your hands are full!</span>")
return
stop_pulling()
riding_datum.handle_vehicle_layer()
. = ..(target, force, check_loc)
/mob/living/carbon/human/proc/is_shove_knockdown_blocked() //If you want to add more things that block shove knockdown, extend this
for(var/obj/item/clothing/C in get_equipped_items()) //doesn't include pockets

View File

@@ -174,3 +174,15 @@
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
equip_to_slot_or_del(helmet,SLOT_HEAD)
helmet.attack_self(src) // todo encapsulate toggle
/mob/living/carbon/monkey/tumor
name = "living teratoma"
verb_say = "blabbers"
initial_language_holder = /datum/language_holder/monkey
icon = 'icons/mob/monkey.dmi'
icon_state = ""
butcher_results = list(/obj/effect/spawner/lootdrop/teratoma/minor = 5, /obj/effect/spawner/lootdrop/teratoma/major = 1)
type_of_meat = /obj/effect/spawner/lootdrop/teratoma/minor
aggressive = TRUE
bodyparts = list(/obj/item/bodypart/chest/monkey/teratoma, /obj/item/bodypart/head/monkey/teratoma, /obj/item/bodypart/l_arm/monkey/teratoma,
/obj/item/bodypart/r_arm/monkey/teratoma, /obj/item/bodypart/r_leg/monkey/teratoma, /obj/item/bodypart/l_leg/monkey/teratoma)

View File

@@ -1,355 +1,79 @@
//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
/mob/living/carbon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/final_pixel_y = pixel_y
var/final_dir = dir
var/changed = 0
if(lying != lying_prev && rotate_on_lying)
changed++
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
if(resize != RESIZE_DEFAULT_SIZE)
changed++
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/monkey/regenerate_icons()
if(!..())
update_body_parts()
update_hair()
update_inv_wear_mask()
update_inv_head()
update_inv_back()
update_transform()
/mob/living/carbon
var/list/overlays_standing[TOTAL_LAYERS]
/mob/living/carbon/proc/apply_overlay(cache_index)
if((. = overlays_standing[cache_index]))
add_overlay(.)
/mob/living/carbon/proc/remove_overlay(cache_index)
var/I = overlays_standing[cache_index]
if(I)
cut_overlay(I)
overlays_standing[cache_index] = null
/mob/living/carbon/regenerate_icons()
if(notransform)
return 1
update_inv_hands()
update_inv_handcuffed()
update_inv_legcuffed()
update_fire()
////////
/mob/living/carbon/update_inv_hands()
remove_overlay(HANDS_LAYER)
if (handcuffed)
drop_all_held_items()
/mob/living/carbon/monkey/update_hair()
remove_overlay(HAIR_LAYER)
var/obj/item/bodypart/head/HD = get_bodypart(BODY_ZONE_HEAD)
if(!HD) //Decapitated
return
var/list/hands = list()
for(var/obj/item/I in held_items)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
I.screen_loc = ui_hand_position(get_held_index_of_item(I))
client.screen += I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
remove_overlay(FIRE_LAYER)
if(on_fire)
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/update_damage_overlays()
remove_overlay(DAMAGE_LAYER)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER)
overlays_standing[DAMAGE_LAYER] = damage_overlay
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.dmg_overlay_type)
if(BP.brutestate)
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
if(BP.burnstate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
apply_overlay(DAMAGE_LAYER)
/mob/living/carbon/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
if(HAS_TRAIT(src, TRAIT_HUSK))
return
if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
if(!(head && (head.flags_inv & HIDEMASK)))
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')
update_hud_wear_mask(wear_mask)
apply_overlay(FACEMASK_LAYER)
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
inv.update_icon()
if(wear_neck)
if(!(head && (head.flags_inv & HIDENECK)))
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')
update_hud_neck(wear_neck)
apply_overlay(NECK_LAYER)
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
inv.update_icon()
if(back)
overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
update_hud_back(back)
apply_overlay(BACK_LAYER)
/mob/living/carbon/update_inv_head()
remove_overlay(HEAD_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
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

View File

@@ -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]

View File

@@ -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"