mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 09:03:23 +01:00
Cleanup of all the update_clothing() calls.
Mostly I replaced them with rebuild_appearance() or update_body_appearance() where suitable. I also reorganized the new update_clothing() code a bit.
This commit is contained in:
@@ -863,8 +863,7 @@
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return
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src.admin_invis =! src.admin_invis
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if(src.mob)
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var/mob/m = src.mob//probably don't need this cast, but I'm too lazy to check if /client.mob is of type /mob or not
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m.update_clothing()
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mob.rebuild_appearance()
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log_admin("[key_name(usr)] has turned their invisibility [src.admin_invis ? "ON" : "OFF"]")
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message_admins("[key_name_admin(usr)] has turned their invisibility [src.admin_invis ? "ON" : "OFF"]", 1)
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@@ -971,9 +970,7 @@
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M.gender = MALE
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else
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M.gender = FEMALE
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M.update_body()
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M.update_face()
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M.update_clothing()
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M.rebuild_appearance()
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M.check_dna(M)
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@@ -1583,6 +1583,7 @@
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del(src)
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spawn(5)
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user.update_clothing()
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playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
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return 1
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else if(istype(M, /mob/living/simple_animal/livestock))
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@@ -13,7 +13,7 @@
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src.resting_icon = new /icon('alien.dmi', "aliend_sleep")
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src.running_icon = new /icon('alien.dmi', "aliend_running")
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src.icon = src.stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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//Drones use the same base as generic humanoids.
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@@ -12,7 +12,7 @@
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src.resting_icon = new /icon('alien.dmi', "alienh_sleep")
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src.running_icon = new /icon('alien.dmi', "alienh_running")
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src.icon = src.stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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@@ -12,7 +12,7 @@
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src.resting_icon = new /icon('alien.dmi', "aliens_sleep")
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src.running_icon = new /icon('alien.dmi', "aliens_running")
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src.icon = src.stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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@@ -13,7 +13,7 @@
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resting_icon = new /icon('alien.dmi', "alienh_sleep")
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running_icon = new /icon('alien.dmi', "alienh_running")
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icon = stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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..()
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@@ -1,7 +1,7 @@
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/mob/living/carbon/alien/humanoid/Login()
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..()
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update_clothing()
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rebuild_appearance()
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if (!isturf(src.loc))
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src.client.eye = src.loc
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@@ -15,7 +15,7 @@
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src.resting_icon = new /icon('alien.dmi', "queen_sleep")
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src.running_icon = new /icon('alien.dmi', "queen_running")
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src.icon = src.stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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@@ -7,7 +7,7 @@
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name = text("alien larva ([rand(1, 1000)])")
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real_name = name
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spawn (1)
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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// spawn(1200) grow() Grow after 120 seconds -- TLE Commented out because life.dm has better version -- Urist
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..()
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@@ -1,7 +1,7 @@
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/mob/living/carbon/alien/larva/Login()
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..()
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update_clothing()
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rebuild_appearance()
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if (!isturf(src.loc))
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src.client.eye = src.loc
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@@ -25,7 +25,7 @@
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remove_special_verbs()
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update_clothing()
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rebuild_appearance()
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death(gibbed)
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..()
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@@ -133,14 +133,13 @@
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stand_icon = new /icon('human.dmi', "body_[g]_s")
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lying_icon = new /icon('human.dmi', "body_[g]_l")
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icon = stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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spawn(10) // Failsafe for.. weirdness.
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update_clothing()
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update_body()
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rebuild_appearance()
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vessel = new/datum/reagents(600)
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vessel.my_atom = src
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@@ -151,8 +150,7 @@
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..()
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spawn(5) // Failsafe for.. weirdness.
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update_clothing()
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update_body()
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rebuild_appearance()
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/*var/known_languages = list()
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known_languages.Add("english")*/
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@@ -918,6 +916,10 @@
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body_overlays_lying += body_lying
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body_overlays_standing += body_standing
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// face_lying and face_standing are the face icons, not a flag
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body_overlays_lying += face_standing // yes, the vars are named wrong, I didn't do it -- CIB
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body_overlays_standing += face_lying
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/mob/living/carbon/human/proc/rebuild_clothing_overlays()
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@@ -1158,58 +1160,6 @@
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last_b_state = stat
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/mob/living/carbon/human/proc/handle_clothing()
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// Non-visual stuff that was in update_clothing()
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if(buckled)
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if(istype(buckled, /obj/structure/stool/bed/chair))
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lying = 0
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else
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lying = 1
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if(!w_uniform)
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
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if (thing)
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u_equip(thing)
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if (client)
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client.screen -= thing
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if (thing)
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thing.loc = loc
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thing.dropped(src)
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thing.layer = initial(thing.layer)
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// Why this stuff was in handle_clothing() is beyond me
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var/shielded = 0
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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break
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if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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switch(shielded)
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if(1)
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if(2)
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invisibility = 2
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//New stealth. Hopefully doesn't lag too much. /N
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if(istype(loc, /turf))//If they are standing on a turf.
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AddCamoOverlay(loc)//Overlay camo.
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if(3)
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if(istype(loc, /turf))
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//Ninjas may flick into view once in a while if they are stealthed.
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if(prob(90))
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NinjaStealthActive(loc)
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else
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NinjaStealthMalf()
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else
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invisibility = 0
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// WHY IS THIS IN UPDATE_CLOTHING?!?!
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name = get_visible_name()
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/mob/living/carbon/human/proc/misc_clothing_updates()
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// Temporary proc to shove stuff in that was put into update_clothing()
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// for questionable reasons
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@@ -1268,20 +1218,11 @@
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icon = lying_icon
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overlays += body_overlays_standing
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// What is this for?
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if (face_lying)
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overlays += face_lying
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if(!lying)
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icon = stand_icon
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overlays += body_overlays_lying
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// What is this for?
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if (face_standing)
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overlays += face_standing
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overlays += clothing_overlays
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@@ -2739,9 +2680,7 @@ It can still be worn/put on as normal.
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gender = MALE
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else
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gender = FEMALE
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update_body()
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update_face()
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update_clothing()
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rebuild_appearance()
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check_dna()
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for(var/mob/M in view())
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@@ -70,5 +70,4 @@
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red <B>[] has tried to disarm []!</B>", M, src), 1)
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update_clothing()
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return
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@@ -211,7 +211,6 @@
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playsound(loc, 'punchmiss.ogg', 25, 1, -1)
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visible_message("\red <B>[M] attempted to disarm [src]!</B>")
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update_clothing()
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return
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/mob/living/carbon/human/proc/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
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@@ -20,5 +20,4 @@
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src = null
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src = H.monkeyize()
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contract_disease(D,1,0)
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update_clothing()
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return
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@@ -68,5 +68,4 @@
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UpdateDamageIcon()
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updatehealth()
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update_clothing()
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return 1
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@@ -197,5 +197,4 @@ emp_act
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if(src.wear_suit) src.wear_suit.add_blood(src)
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if(src.w_uniform) src.w_uniform.add_blood(src)
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UpdateDamageIcon()
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update_clothing()
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UpdateDamageIcon()
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@@ -29,18 +29,18 @@
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//Being buckled to a chair or bed
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check_if_buckled()
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handle_clothing()
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// Update clothing
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// update_clothing()
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// TODO: this check and the lyingcheck variable should probably be removed in favor of the visual_lying check
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if((lyingcheck != lying) || (buckle_check != (buckled ? 1 : 0))) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
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spawn(5)
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update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
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update_lying() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
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lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
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if(stat == 2)
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if((!lying || !lyingcheck) && !buckled)
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if(!lying && !buckled)
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lying = 1
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update_clothing()
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update_lying()
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return
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life_tick++
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@@ -137,7 +137,7 @@
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if (stat != 0)
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if(!lying)
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lying = 1 //Seriously, stay down :x
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update_clothing()
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update_lying()
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@@ -1489,4 +1489,54 @@
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else if(shock_stage == 40)
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src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
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else if(shock_stage == 80)
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src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
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src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
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/mob/living/carbon/human/proc/handle_clothing()
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// Non-visual stuff that was in update_clothing()
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if(buckled)
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if(istype(buckled, /obj/structure/stool/bed/chair))
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lying = 0
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else
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lying = 1
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if(!w_uniform)
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
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if (thing)
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u_equip(thing)
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if (client)
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client.screen -= thing
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if (thing)
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thing.loc = loc
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thing.dropped(src)
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thing.layer = initial(thing.layer)
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// Why this stuff was in handle_clothing() is beyond me
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var/shielded = 0
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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break
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if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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switch(shielded)
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if(1)
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if(2)
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invisibility = 2
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//New stealth. Hopefully doesn't lag too much. /N
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if(istype(loc, /turf))//If they are standing on a turf.
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AddCamoOverlay(loc)//Overlay camo.
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if(3)
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if(istype(loc, /turf))
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//Ninjas may flick into view once in a while if they are stealthed.
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if(prob(90))
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NinjaStealthActive(loc)
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else
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NinjaStealthMalf()
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else
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invisibility = 0
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name = get_visible_name()
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@@ -1,7 +1,7 @@
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/mob/living/carbon/human/Login()
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..()
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update_clothing()
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rebuild_appearance()
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if (!isturf(src.loc))
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src.client.eye = src.loc
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@@ -1,7 +1,7 @@
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/mob/living/carbon/metroid/Login()
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..()
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update_clothing()
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rebuild_appearance()
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if (!isturf(src.loc))
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src.client.eye = src.loc
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@@ -9,7 +9,7 @@
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real_name = name
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spawn (1)
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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..()
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@@ -1,7 +1,7 @@
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/mob/living/carbon/monkey/Login()
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..()
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update_clothing()
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rebuild_appearance()
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/*
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if (!( src.primary ))
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var/t1 = rand(1000, 1500)
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@@ -69,7 +69,7 @@
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if(!lying_icon)
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lying_icon = new /icon('monkey.dmi', "monkey0")
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icon = stand_icon
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update_clothing()
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rebuild_appearance()
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src << "\blue Your icons have been generated!"
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..()
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@@ -928,7 +928,6 @@
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UpdateDamageIcon()
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updatehealth()
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update_clothing()
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return 1
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/*/mob/living/carbon/monkey/UpdateDamageIcon()
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@@ -29,22 +29,6 @@
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src.health = 100
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src.stat = 0
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/mob/living/proc/rebuild_appearance()
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// Rebuild the entire mob appearance completely, this should ONLY be called in rare cases,
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// e.g. when the mob spawns.
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/mob/living/proc/update_body_appearance()
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// Call this proc whenever something about the appearance of the body itself changes.
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// For example, this must be called when you add a wound to a mob.
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/mob/living/proc/update_lying()
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// Call this whenever the lying status of a mob changes.
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/mob/living/update_clothing()
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// Call this proc whenever something about the clothing of a mob changes. Normally, you
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// don't need to call this by hand, as the equip procs will do it for you.
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..()
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//sort of a legacy burn method for /electrocute, /shock, and the e_chair
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/mob/living/proc/burn_skin(burn_amount, used_weapon = null)
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@@ -498,7 +498,6 @@ mob/living/parasite/meme/verb/Analgesic()
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mob/proc/clearHUD()
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update_clothing()
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if(client) client.screen.Cut()
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// Take control of the mob
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@@ -1,6 +1,6 @@
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/mob/living/silicon/ai/Login()
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..()
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update_clothing()
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rebuild_appearance()
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for(var/S in src.client.screen)
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del(S)
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src.flash = new /obj/screen( null )
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@@ -1,7 +1,7 @@
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/mob/living/silicon/robot/Login()
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..()
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update_clothing()
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rebuild_appearance()
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|
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if (!isturf(src.loc))
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src.client.eye = src.loc
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+23
-4
@@ -177,9 +177,6 @@
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item.loc = null
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item.layer = initial(item.layer)
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u_equip(item)
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//if (client)
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// client.screen -= item
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//update_clothing()
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return
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/mob/proc/get_active_hand()
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@@ -1151,4 +1148,26 @@ note dizziness decrements automatically in the mob's Life() proc.
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for(var/file in args)
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src << browse_rsc(file)
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return 1
|
||||
return 0
|
||||
return 0
|
||||
|
||||
|
||||
/** The stuff below here really should be in /mob/living, but due to tons of procs that should only
|
||||
take /mob/living only taking /mob(or, indeed, some silly procs relying on usr.. yes, *procs*, not verbs..),
|
||||
I'm putting this stuff into /mob for now
|
||||
**/
|
||||
/mob/proc/rebuild_appearance()
|
||||
// Rebuild the entire mob appearance completely, this should ONLY be called in rare cases,
|
||||
// e.g. when the mob spawns.
|
||||
return update_clothing() // most mobs still implement update_clothing() by simply rebuilding the entire appearance
|
||||
|
||||
/mob/proc/update_body_appearance()
|
||||
// Call this proc whenever something about the appearance of the body itself changes.
|
||||
// For example, this must be called when you add a wound to a mob.
|
||||
|
||||
/mob/proc/update_lying()
|
||||
// Call this whenever the lying status of a mob changes.
|
||||
|
||||
/mob/update_clothing()
|
||||
// Call this proc whenever something about the clothing of a mob changes. Normally, you
|
||||
// don't need to call this by hand, as the equip procs will do it for you.
|
||||
..()
|
||||
@@ -235,7 +235,8 @@
|
||||
var/datum/autopsy_data/W = autopsy_data[V]
|
||||
del W
|
||||
autopsy_data = list()
|
||||
return update_icon()
|
||||
var/result = update_icon()
|
||||
return result
|
||||
|
||||
proc/add_wound(var/used_weapon, var/damage)
|
||||
var/datum/autopsy_data/W = autopsy_data[used_weapon]
|
||||
@@ -248,6 +249,7 @@
|
||||
W.damage += damage
|
||||
W.time_inflicted = world.time
|
||||
|
||||
owner.update_body_appearance()
|
||||
|
||||
|
||||
proc/get_damage() //returns total damage
|
||||
@@ -314,6 +316,7 @@
|
||||
var/n_is = damage_state_text()
|
||||
if (n_is != damage_state)
|
||||
damage_state = n_is
|
||||
owner.update_body_appearance() // I'm not sure about this, Sky probably knows better where to put it
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -412,7 +415,7 @@
|
||||
for(var/datum/organ/wound/W in wounds)
|
||||
W.update_health()
|
||||
del(W)
|
||||
owner.update_body()
|
||||
owner.update_body_appearance()
|
||||
owner.update_clothing()
|
||||
|
||||
proc/createwound(var/size = 1, var/type = 0, var/damage)
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
|
||||
/mob/living/simple_animal/corgi/Life()
|
||||
..()
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
|
||||
/*
|
||||
@@ -182,7 +182,6 @@
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_head = item_to_add
|
||||
update_clothing()
|
||||
|
||||
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
if (W==w_uniform) // will be teared
|
||||
continue
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
stunned = 1
|
||||
@@ -69,7 +69,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -156,7 +156,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -222,7 +222,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -262,7 +262,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -313,7 +313,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -347,7 +347,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
|
||||
@@ -385,7 +385,7 @@ mob/proc
|
||||
spawn(0) //Make it show the 2 states properly
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locking"
|
||||
update_clothing()
|
||||
update_clothing() // update_clothing clears overlays, so this might break stuff
|
||||
sleep(20)
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locked"
|
||||
|
||||
@@ -29,23 +29,22 @@
|
||||
if("monkey")
|
||||
if (M.monkeyizing)
|
||||
return
|
||||
if(istype(M,/mob/carbon/living/human))
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
M:monkeyize()
|
||||
if("robot")
|
||||
if (M.monkeyizing)
|
||||
return
|
||||
if(istype(M,/mob/carbon/living/human))
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
M:Robotize()
|
||||
if("metroid")
|
||||
if (M.monkeyizing)
|
||||
return
|
||||
if(istype(M,/mob/carbon/living/human))
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
M:Metroidize()
|
||||
if("alien")
|
||||
if (M.monkeyizing)
|
||||
return
|
||||
Alienize
|
||||
if(istype(M,/mob/carbon/living/human))
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
M:Alienize()
|
||||
if("human")
|
||||
if (M.monkeyizing)
|
||||
|
||||
Reference in New Issue
Block a user