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https://github.com/ParadiseSS13/Paradise.git
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Fixes Bugs Darkening Glowing Eyes & Preventing Full Rendering of Disembodied Heads, Cleanup
By correcting the plane the eye shine is rendered on. By sharing the same plane as the lighting, the eye shine was getting dimmed slightly (somehow). Referred to Polaris codebase, where this was originally ported from. Lumps in an update/write-up for get_icon_difference() Cleans up organ_icon.dm and resolves an issue preventing appearance overlays (hair, eyes, etc.) from remaining on disembodied heads to reduce unnecessary icon operations.
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@@ -849,7 +849,7 @@
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return
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var/read = 0
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var/perpname = get_visible_name(TRUE)
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for(var/datum/data/record/E in data_core.general)
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if(E.fields["name"] == perpname)
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for(var/datum/data/record/R in data_core.medical)
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@@ -1470,12 +1470,12 @@
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var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
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var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
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if(istype(dna.species) && dna.species.eyes)
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var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', dna.species.eyes)
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var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', dna.species.eyes)
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if(eye_implant) //Eye implants override native DNA eye colo(u)r
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eyes_icon = eye_implant.generate_icon()
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else if(eyes)
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eyes_icon = eyes.generate_icon()
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else
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else //Error 404: Eyes not found!
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eyes_icon.Blend("#800000", ICON_ADD)
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return eyes_icon
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@@ -1484,8 +1484,8 @@
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var/obj/item/organ/external/head/head_organ = get_organ("head")
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var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_full_list[head_organ.h_style]
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var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1)
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MA.plane = LIGHTING_PLANE
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var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = ABOVE_LIGHTING_LAYER)
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MA.plane = ABOVE_LIGHTING_PLANE
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return MA //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
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/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
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@@ -87,67 +87,67 @@ var/global/list/limb_icon_cache = list()
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else if(s_col)
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mob_icon.Blend(s_col, ICON_ADD)
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if(owner) //Maintains overlays on disembodied parts.
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cut_overlays()
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dir = EAST
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icon = mob_icon
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return mob_icon
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/obj/item/organ/external/head/get_icon()
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..()
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overlays.Cut()
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if(!owner)
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return
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if(dna.species.has_organ["eyes"])
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var/icon/eyes_icon = owner.get_eyecon()
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if(eyes_icon)
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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overlays |= eyes_icon
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add_overlay(eyes_icon)
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if(owner.lip_style && (LIPS in dna.species.species_traits))
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var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
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overlays |= lip_icon
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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add_overlay(mutable_appearance('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")) //Hefty icon not necessary.
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var/head_marking = owner.m_styles["head"]
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if(head_marking && head_marking != "None")
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if(head_marking)
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var/datum/sprite_accessory/head_marking_style = GLOB.marking_styles_list[head_marking]
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if(head_marking_style && head_marking_style.species_allowed && (dna.species.name in head_marking_style.species_allowed) && head_marking_style.marking_location == "head")
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var/icon/h_marking_s = new/icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
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var/icon/h_marking_s = new /icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
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if(head_marking_style.do_colouration)
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h_marking_s.Blend(owner.m_colours["head"], ICON_ADD)
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overlays |= h_marking_s
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add_overlay(h_marking_s)
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if(ha_style)
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var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[ha_style]
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if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.name in head_accessory_style.species_allowed))
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var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
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if(head_accessory_style.do_colouration)
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head_accessory_s.Blend(headacc_colour, ICON_ADD)
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overlays |= head_accessory_s
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if(!((owner.head && (owner.head.flags & BLOCKHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHAIR)))) //Common restriction for all the below features.
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if(ha_style)
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var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[ha_style]
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if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.name in head_accessory_style.species_allowed))
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var/icon/head_accessory_s = new /icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
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if(head_accessory_style.do_colouration)
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head_accessory_s.Blend(headacc_colour, ICON_ADD)
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add_overlay(head_accessory_s)
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if(f_style)
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var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[f_style]
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if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(istype(dna.species, /datum/species/slime)) // I am el worstos
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facial_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
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else if(facial_hair_style.do_colouration)
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facial_s.Blend(facial_colour, ICON_ADD)
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overlays |= facial_s
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if(f_style)
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var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[f_style]
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if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
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var/icon/facial_s = new /icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(istype(dna.species, /datum/species/slime)) // I am el worstos
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facial_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
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else if(facial_hair_style.do_colouration)
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facial_s.Blend(facial_colour, ICON_ADD)
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add_overlay(facial_s)
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if(h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[h_style]
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if(hair_style && ((dna.species.name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(istype(dna.species, /datum/species/slime)) // I am el worstos
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hair_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
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else if(hair_style.do_colouration)
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hair_s.Blend(hair_colour, ICON_ADD)
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overlays |= hair_s
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if(h_style)
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if(!owner.isSynthetic() || (owner.isSynthetic() && ((owner.head && (owner.head.flags & BLOCKHEADHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHEADHAIR)))))
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var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[h_style]
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if(hair_style && ((dna.species.name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
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var/icon/hair_s = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(istype(dna.species, /datum/species/slime)) // I am el worstos
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hair_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
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else if(hair_style.do_colouration)
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hair_s.Blend(hair_colour, ICON_ADD)
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add_overlay(hair_s)
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return mob_icon
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return mob_icon //Don't need to blend the above into this as it's handled in human/update_icons(). The overlays are for rendering stuff on disembodied heads.
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/obj/item/organ/external/proc/get_icon_state(skeletal)
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var/gender
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