Changed a bunch of constants to defines and made setup.dm all pretty and easy to read.

Defined some clothing-overlay layers. The defines are float-layers. So they will always appear above the mob they are overlaying. They can be found in setup.dm

This pretty much means you can change to order in which the icons are added to the overlays variable without fear of eyes appearing above glasses and such. So no more of these dumb bugs.
It also paves the way for selective clothing updates which should speed things up a fair bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3704 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-05-31 07:43:25 +00:00
parent b137e7dac0
commit 1b1ddac33b
3 changed files with 222 additions and 214 deletions
@@ -392,12 +392,12 @@
var/t1 = wear_suit.item_state
if (!t1)
t1 = wear_suit.icon_state
overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
if (wear_suit.blood_DNA)
if (istype(wear_suit, /obj/item/clothing/suit/armor))
overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
else
overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
wear_suit.screen_loc = ui_alien_oclothing
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
@@ -417,9 +417,9 @@
var/t1 = head.item_state
if (!t1)
t1 = head.icon_state
overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = HEAD_LAYER)
if (head.blood_DNA)
overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = B_HEAD_LAYER)
head.screen_loc = ui_alien_head
if (l_store)
@@ -433,12 +433,12 @@
client.screen += contents
if (r_hand)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
r_hand.screen_loc = ui_rhand
if (l_hand)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
l_hand.screen_loc = ui_lhand
+71 -82
View File
@@ -817,12 +817,6 @@
thing.dropped(src)
thing.layer = initial(thing.layer)
//if (zone_sel)
// zone_sel.overlays = null
// zone_sel.overlays += body_standing
// zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
if (lying)
icon = lying_icon
@@ -857,15 +851,15 @@
if (!t1)
t1 = icon_state
if (FAT in src.mutations)
overlays += image("icon" = 'uniform_fat.dmi', "icon_state" = "[t1][!lying ? "_s" : "_l"]", "layer" = MOB_LAYER)
overlays += image("icon" = 'uniform_fat.dmi', "icon_state" = "[t1][!lying ? "_s" : "_l"]", "layer" = UNIFORM_LAYER)
else
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = UNIFORM_LAYER)
if (w_uniform.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = B_UNIFORM_LAYER)
if (wear_id)
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = ID_LAYER)
if (client)
client.screen -= hud_used.intents
@@ -880,36 +874,34 @@
var/t1 = gloves.item_state
if (!t1)
t1 = gloves.icon_state
overlays += image("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = GLOVES_LAYER)
if (gloves.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
else if (blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
// Glasses
if (glasses)
var/t1 = glasses.icon_state
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = GLASSES_LAYER)
// Ears
if (ears)
var/t1 = ears.icon_state
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = EARS_LAYER)
// Shoes
if (shoes)
var/t1 = shoes.icon_state
overlays += image("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SHOES_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
/* if (w_radio)
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
overlays += image("icon" = stain_icon, "layer" = B_SHOES_LAYER)
if (s_store)
var/t1 = s_store.item_state
if (!t1)
t1 = s_store.icon_state
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_STORE_LAYER)
s_store.screen_loc = ui_sstore1
if (client)
@@ -919,7 +911,7 @@
var/list/L = dd_text2list(intent, ",")
L[1] += ":-11"
i_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
i_select.screen_loc = dd_list2text(L,",") //ICONS4
else
i_select.screen_loc = null
if (m_select)
@@ -928,50 +920,10 @@
var/list/L = dd_text2list(m_int, ",")
L[1] += ":-11"
m_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
m_select.screen_loc = dd_list2text(L,",") //ICONS4
else
m_select.screen_loc = null
if (wear_suit)
if ((FAT in src.mutations) && !(wear_suit.flags & ONESIZEFITSALL))
src << "\red You burst out of the [wear_suit.name]!"
var/obj/item/clothing/c = wear_suit
u_equip(c)
if(client)
client.screen -= c
if(c)
c:loc = loc
c:dropped(src)
c:layer = initial(c:layer)
if (istype(wear_suit, /obj/item/clothing/suit))
var/t1 = wear_suit.icon_state
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (wear_suit)
if (wear_suit.blood_DNA)
var/icon/stain_icon = null
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat))
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
else if (istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat))
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
else
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
wear_suit.screen_loc = ui_oclothing
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
handcuffed.loc = loc
handcuffed.layer = initial(handcuffed.layer)
handcuffed = null
if ((l_hand || r_hand))
var/h = hand
hand = 1
drop_item()
hand = 0
drop_item()
hand = h
if (lying)
if (face_lying)
overlays += face_lying
@@ -982,11 +934,11 @@
if (wear_mask)
if (istype(wear_mask, /obj/item/clothing/mask))
var/t1 = wear_mask.icon_state
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = FACEMASK_LAYER)
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
if (wear_mask.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = B_FACEMASK_LAYER)
wear_mask.screen_loc = ui_mask
// Head
@@ -995,10 +947,10 @@
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
if(istype(head,/obj/item/clothing/head/kitty))
head_icon = (( lying ) ? head:mob2 : head:mob)
overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
overlays += image("icon" = head_icon, "layer" = HEAD_LAYER)
if (head.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = B_HEAD_LAYER)
head.screen_loc = ui_head
// Belt
@@ -1006,7 +958,7 @@
var/t1 = belt.item_state
if (!t1)
t1 = belt.icon_state
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BELT_LAYER)
belt.screen_loc = ui_belt
@@ -1023,44 +975,79 @@
if (back)
var/t1 = back.icon_state
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
back.screen_loc = ui_back
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
if(client)
hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
client.screen -= contents
client.screen += contents
//to hide / show them.
if (handcuffed)
pulling = null
if (!lying)
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = CUFFED_LAYER)
else
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = MOB_LAYER)
if (client)
client.screen -= contents
client.screen += contents
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = CUFFED_LAYER)
if (r_hand)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
r_hand.screen_loc = ui_rhand
if (l_hand)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
l_hand.screen_loc = ui_lhand
var/shielded = 0
for (var/obj/item/weapon/cloaking_device/S in src)
if (S.active)
shielded = 2
break
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
shielded = 3
if (wear_suit)
if ((FAT in src.mutations) && !(wear_suit.flags & ONESIZEFITSALL))
src << "\red You burst out of the [wear_suit.name]!"
var/obj/item/clothing/c = wear_suit
u_equip(c)
if(client)
client.screen -= c
if(c)
c:loc = loc
c:dropped(src)
c:layer = initial(c:layer)
if (wear_suit)
if (istype(wear_suit, /obj/item/clothing/suit))
var/t1 = wear_suit.icon_state
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
handcuffed.loc = loc
handcuffed.layer = initial(handcuffed.layer)
handcuffed = null
if ((l_hand || r_hand))
var/h = hand
hand = 1
drop_item()
hand = 0
drop_item()
hand = h
else if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
shielded = 3
if (wear_suit.blood_DNA)
var/icon/stain_icon = null
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat))
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
else if (istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat))
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
else
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = B_SUIT_LAYER)
wear_suit.screen_loc = ui_oclothing
switch(shielded)
if(1)
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = SHIELD_LAYER)
if(2)
invisibility = 2
//New stealth. Hopefully doesn't lag too much. /N
@@ -1267,7 +1254,9 @@
face_standing = new /image()
face_lying = new /image()
face_standing.icon = eyes_s
face_standing.layer = FACE_LAYER
face_lying.icon = eyes_l
face_lying.layer = FACE_LAYER
del(mouth_l)
del(mouth_s)