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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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