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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 07:03:30 +01:00
Refactor Alien icons to get rid of nasty laying layer.
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@@ -26,18 +26,17 @@
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large = 1
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/mob/living/carbon/alien/humanoid/sentinel/large/update_icons()
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lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
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update_hud() //TODO: remove the need for this to be here
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overlays.Cut()
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if(lying)
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if(resting) icon_state = "prat_sleep"
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else icon_state = "prat_l"
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for(var/image/I in overlays_lying)
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overlays += I
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if(stat == DEAD)
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icon_state = "prat_dead"
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else if(stat == UNCONSCIOUS || lying || resting)
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icon_state = "prat_sleep"
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else
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icon_state = "prat_s"
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for(var/image/I in overlays_standing)
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overlays += I
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for(var/image/I in overlays_standing)
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overlays += I
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/mob/living/carbon/alien/humanoid/sentinel/New()
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var/datum/reagents/R = new/datum/reagents(100)
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@@ -20,18 +20,19 @@
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pixel_x = -32
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/mob/living/carbon/alien/humanoid/empress/large/update_icons()
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lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
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update_hud() //TODO: remove the need for this to be here
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overlays.Cut()
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if(lying)
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if(resting) icon_state = "empress_sleep"
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else icon_state = "empress_l"
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for(var/image/I in overlays_lying)
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overlays += I
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if(stat == DEAD)
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icon_state = "empress_dead"
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else if(stat == UNCONSCIOUS || lying || resting)
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icon_state = "empress_sleep"
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else
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icon_state = "empress_s"
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for(var/image/I in overlays_standing)
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overlays += I
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for(var/image/I in overlays_standing)
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overlays += I
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/mob/living/carbon/alien/humanoid/empress/New()
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var/datum/reagents/R = new/datum/reagents(100)
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@@ -78,18 +78,18 @@
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large = 1
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/mob/living/carbon/alien/humanoid/queen/large/update_icons()
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lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
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update_hud() //TODO: remove the need for this to be here
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overlays.Cut()
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if(lying)
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if(resting) icon_state = "queen_sleep"
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else icon_state = "queen_l"
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for(var/image/I in overlays_lying)
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overlays += I
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if(stat == DEAD)
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icon_state = "queen_dead"
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else if(stat == UNCONSCIOUS || lying || resting)
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icon_state = "queen_sleep"
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else
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icon_state = "queen_s"
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for(var/image/I in overlays_standing)
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overlays += I
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for(var/image/I in overlays_standing)
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overlays += I
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/*
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@@ -9,7 +9,6 @@
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/////////////////////////////////
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/mob/living/carbon/alien/humanoid
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var/list/overlays_lying[X_TOTAL_LAYERS]
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var/list/overlays_standing[X_TOTAL_LAYERS]
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/mob/living/carbon/alien/humanoid/update_icons()
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@@ -63,7 +62,13 @@
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update_hud()
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update_icons()
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update_fire()
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update_transform()
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/mob/living/carbon/alien/humanoid/update_transform() //The old method of updating lying/standing was update_icons(). Aliens still expect that.
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if(lying > 0)
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lying = 90 //Anything else looks retarded
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..()
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update_icons()
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/mob/living/carbon/alien/humanoid/update_hud()
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@@ -74,32 +79,24 @@
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client.screen |= contents
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/mob/living/carbon/alien/humanoid/update_fire()
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overlays -= overlays_lying[X_FIRE_LAYER]
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overlays -= overlays_standing[X_FIRE_LAYER]
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if(on_fire)
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overlays_lying[X_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Lying", "layer"= -X_FIRE_LAYER)
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overlays_standing[X_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"= -X_FIRE_LAYER)
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if(src.lying)
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overlays += overlays_lying[X_FIRE_LAYER]
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else
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overlays += overlays_standing[X_FIRE_LAYER]
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overlays += overlays_standing[X_FIRE_LAYER]
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return
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else
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overlays_lying[X_FIRE_LAYER] = null
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overlays_standing[X_FIRE_LAYER] = null
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/mob/living/carbon/alien/humanoid/update_inv_wear_suit(var/update_icons=1)
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if(wear_suit)
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var/t_state = wear_suit.item_state
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if(!t_state) t_state = wear_suit.icon_state
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var/image/lying = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "[t_state]2")
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var/image/standing = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "[t_state]")
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if(wear_suit.blood_DNA)
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var/t_suit = "suit"
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if( istype(wear_suit, /obj/item/clothing/suit/armor) )
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t_suit = "armor"
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lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_suit]blood2")
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_suit]blood")
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//TODO
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@@ -109,10 +106,8 @@
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drop_r_hand()
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drop_l_hand()
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overlays_lying[X_SUIT_LAYER] = lying
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overlays_standing[X_SUIT_LAYER] = standing
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else
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overlays_lying[X_SUIT_LAYER] = null
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overlays_standing[X_SUIT_LAYER] = null
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if(update_icons) update_icons()
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@@ -121,16 +116,12 @@
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if (head)
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var/t_state = head.item_state
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if(!t_state) t_state = head.icon_state
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var/image/lying = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "[t_state]2")
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var/image/standing = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "[t_state]")
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if(head.blood_DNA)
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lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood2")
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
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head.screen_loc = ui_alien_head
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overlays_lying[X_HEAD_LAYER] = lying
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overlays_standing[X_HEAD_LAYER] = standing
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else
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overlays_lying[X_HEAD_LAYER] = null
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overlays_standing[X_HEAD_LAYER] = null
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if(update_icons) update_icons()
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@@ -164,12 +155,10 @@
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//Call when target overlay should be added/removed
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/mob/living/carbon/alien/humanoid/update_targeted(var/update_icons=1)
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if (targeted_by && target_locked)
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overlays_lying[TARGETED_LAYER] = target_locked
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overlays_standing[TARGETED_LAYER] = target_locked
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else if (!targeted_by && target_locked)
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del(target_locked)
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if (!targeted_by)
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overlays_lying[TARGETED_LAYER] = null
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overlays_standing[TARGETED_LAYER] = null
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if(update_icons) update_icons()
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@@ -12,11 +12,14 @@
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if(stat == DEAD)
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icon_state = "larva[state]_dead"
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else if (handcuffed || legcuffed)
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else if (handcuffed || legcuffed) //This should be an overlay. Who made this an icon_state?
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icon_state = "larva[state]_cuff"
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else if(stat == UNCONSCIOUS || lying || resting)
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icon_state = "larva[state]_sleep"
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else if (stunned)
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icon_state = "larva[state]_stun"
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else if(lying || resting)
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icon_state = "larva[state]_sleep"
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else
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icon_state = "larva[state]"
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/mob/living/carbon/alien/larva/update_transform() //All this is handled in update_icons()
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return update_icons()
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