Fixes Headlight Sprite and Fixes Hair+Head Accessory Animation

Hair and Head Accessories will now no longer animate as fast as they
possibly can and, instead, will follow the timings the spriter defined
in the .dmi file.
This commit is contained in:
KasparoVy
2016-04-21 23:00:11 -04:00
parent 6b73c047c5
commit 18520dc1e0
2 changed files with 4 additions and 2 deletions
@@ -404,7 +404,8 @@ var/global/list/damage_icon_parts = list()
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD)
head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
head_accessory_standing = head_accessory_s //head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
//Having it this way preserves animations. Useful for animated antennae.
else
//warning("Invalid ha_style for [species.name]: [ha_style]")
@@ -444,7 +445,8 @@ var/global/list/damage_icon_parts = list()
else if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_standing.Blend(hair_s, ICON_OVERLAY)
hair_standing = hair_s //hair_standing.Blend(hair_s, ICON_OVERLAY)
//Having it this way preserves animations. Useful for IPC screens.
else
//warning("Invalid h_style for [species.name]: [h_style]")
//hair_standing.Blend(debrained_s, ICON_OVERLAY)//how does i overlay for fish?