diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 34ec25c902d..935c587fa57 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -87,6 +87,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d If index term exists and icon_override is not set, this sprite sheet will be used. */ var/list/sprite_sheets = null + var/list/sprite_sheets_inhand = null //Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand. var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc. var/sprite_sheets_obj = null //Used to override hardcoded clothing inventory object dmis in human clothing proc. diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index a682a61d68d..05dfbd0e302 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -1022,9 +1022,9 @@ var/global/list/damage_icon_parts = list() t_state = r_hand.icon_state var/mutable_appearance/standing - if(r_hand.sprite_sheets && r_hand.sprite_sheets[dna.species.name]) + if(r_hand.sprite_sheets_inhand && r_hand.sprite_sheets_inhand[dna.species.name]) t_state = "[t_state]_r" - standing = mutable_appearance(r_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -R_HAND_LAYER) + standing = mutable_appearance(r_hand.sprite_sheets_inhand[dna.species.name], "[t_state]", layer = -R_HAND_LAYER) else standing = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER) standing = center_image(standing, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension) @@ -1041,9 +1041,9 @@ var/global/list/damage_icon_parts = list() t_state = l_hand.icon_state var/mutable_appearance/standing - if(l_hand.sprite_sheets && l_hand.sprite_sheets[dna.species.name]) + if(l_hand.sprite_sheets_inhand && l_hand.sprite_sheets_inhand[dna.species.name]) t_state = "[t_state]_l" - standing = mutable_appearance(l_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -L_HAND_LAYER) + standing = mutable_appearance(l_hand.sprite_sheets_inhand[dna.species.name], "[t_state]", layer = -L_HAND_LAYER) else standing = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER) standing = center_image(standing, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension) diff --git a/code/modules/projectiles/guns/alien.dm b/code/modules/projectiles/guns/alien.dm index 36bba8f3112..d9f149b3b17 100644 --- a/code/modules/projectiles/guns/alien.dm +++ b/code/modules/projectiles/guns/alien.dm @@ -80,7 +80,7 @@ ammo_type = list(/obj/item/ammo_casing/energy/sonic) cell_type = /obj/item/stock_parts/cell/super restricted_species = list(/datum/species/vox/armalis) - sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/held.dmi') + sprite_sheets_inhand = list("Vox Armalis" = 'icons/mob/species/armalis/held.dmi') //Big guns big birds. /obj/item/gun/energy/noisecannon/update_icon() return