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https://github.com/ParadiseSS13/Paradise.git
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TG: 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. Revision: r3704 Author: elly1...@rocketmail.com
This commit is contained in:
@@ -392,12 +392,12 @@
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var/t1 = wear_suit.item_state
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if (!t1)
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t1 = wear_suit.icon_state
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
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if (wear_suit.blood_DNA)
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if (istype(wear_suit, /obj/item/clothing/suit/armor))
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overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
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else
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overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
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wear_suit.screen_loc = ui_alien_oclothing
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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if (handcuffed)
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@@ -417,9 +417,9 @@
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var/t1 = head.item_state
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if (!t1)
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t1 = head.icon_state
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = HEAD_LAYER)
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if (head.blood_DNA)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = B_HEAD_LAYER)
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head.screen_loc = ui_alien_head
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if (l_store)
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@@ -433,12 +433,12 @@
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client.screen += contents
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if (r_hand)
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overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
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overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
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r_hand.screen_loc = ui_rhand
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if (l_hand)
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overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
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overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
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l_hand.screen_loc = ui_lhand
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@@ -291,7 +291,7 @@
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if(shoes)
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tally += shoes.slowdown
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if(bodytemperature < 283.222)
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if (bodytemperature < 283.222)
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tally += (283.222 - bodytemperature) / 10 * 1.75
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if (stuttering < 10)
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stuttering = 10
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@@ -579,6 +579,7 @@
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_OCLOTHING ))
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return
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return
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@@ -960,21 +961,20 @@
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// Uniform
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if(w_uniform)
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// What is screen_loc stuff doing here?!
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w_uniform.screen_loc = ui_iclothing
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if(w_uniform)//I should really not need these
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w_uniform.screen_loc = ui_iclothing
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if(istype(w_uniform, /obj/item/clothing/under))
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var/t1 = w_uniform.color
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if (!t1)
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t1 = icon_state
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clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = UNIFORM_LAYER)
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if (w_uniform.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_UNIFORM_LAYER)
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if (wear_id)
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if(wear_id.over_jumpsuit)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = ID_LAYER)
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if (client)
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client.screen -= hud_used.intents
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@@ -997,34 +997,34 @@
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gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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if(ro.destroyed)
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gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image(gloves_icon, "layer" = MOB_LAYER)
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clothing_overlays += image(gloves_icon, "layer" = GLOVES_LAYER)
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if (gloves.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
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else if (blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
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// Glasses
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if (glasses)
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var/t1 = glasses.icon_state
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clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = GLASSES_LAYER)
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// Ears
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if (l_ear)
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var/t1 = l_ear.icon_state
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = EARS_LAYER)
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if (r_ear)
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var/t1 = r_ear.icon_state
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = EARS_LAYER)
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// Shoes
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lo = organs["l_foot"]
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@@ -1036,63 +1036,34 @@
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shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
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else if(ro.destroyed && !lying)
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shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
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clothing_overlays += image(shoes_icon, "layer" = MOB_LAYER)
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clothing_overlays += image(shoes_icon, "layer" = SHOES_LAYER)
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if (shoes.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
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clothing_overlays += image("icon" = stain_icon, "layer" = B_SHOES_LAYER) // Radio
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if (s_store)
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var/t1 = s_store.item_state
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if (!t1)
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t1 = s_store.icon_state
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if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
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clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_STORE_LAYER)
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s_store.screen_loc = ui_sstore1
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if (wear_suit)
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if (istype(wear_suit, /obj/item/clothing/suit))
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var/t1 = wear_suit.icon_state
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clothing_overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if (wear_suit)
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if (wear_suit.blood_DNA)
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var/icon/stain_icon = null
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if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
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stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
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else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
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stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
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else
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stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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wear_suit.screen_loc = ui_oclothing
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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if (handcuffed)
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handcuffed.loc = loc
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handcuffed.layer = initial(handcuffed.layer)
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handcuffed = null
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if ((l_hand || r_hand))
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// I don't know what this does, but it looks horrible
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var/h = hand
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hand = 1
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drop_item()
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hand = 0
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drop_item()
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hand = h
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if (wear_mask)
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if (istype(wear_mask, /obj/item/clothing/mask))
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var/t1 = wear_mask.icon_state
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clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = FACEMASK_LAYER)
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if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
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if (wear_mask.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_FACEMASK_LAYER)
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wear_mask.screen_loc = ui_mask
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// Head
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@@ -1101,12 +1072,12 @@
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var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
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if(istype(head,/obj/item/clothing/head/kitty))
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head_icon = (( lying ) ? head:mob2 : head:mob)
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clothing_overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = head_icon, "layer" = HEAD_LAYER)
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if(gimmick_hat)
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clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = HEAD_LAYER)
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if (head.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_HEAD_LAYER)
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head.screen_loc = ui_head
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// Belt
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@@ -1114,9 +1085,12 @@
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var/t1 = belt.item_state
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if (!t1)
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t1 = belt.icon_state
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clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BELT_LAYER)
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belt.screen_loc = ui_belt
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name = get_visible_name()
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if (wear_id)
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wear_id.screen_loc = ui_id
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@@ -1128,7 +1102,7 @@
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if (back)
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var/t1 = back.icon_state
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
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back.screen_loc = ui_back
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if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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@@ -1138,33 +1112,25 @@
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pulling = null
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var/h1 = handcuffed.icon_state
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if (!lying)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = CUFFED_LAYER)
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else
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = CUFFED_LAYER)
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if (r_hand)
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clothing_overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
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clothing_overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
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r_hand.screen_loc = ui_rhand
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if (l_hand)
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clothing_overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
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clothing_overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
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l_hand.screen_loc = ui_lhand
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var/shielded = 0
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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break
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if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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if(shielded == 1)
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clothing_overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
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if(client && client.admin_invis)
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invisibility = 100
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@@ -1180,6 +1146,64 @@
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else if(!targeted_by && target_locked)
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del(target_locked)
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if (wear_suit)
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if (wear_suit)
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if (istype(wear_suit, /obj/item/clothing/suit))
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var/t1 = wear_suit.icon_state
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clothing_overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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if (handcuffed)
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handcuffed.loc = loc
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handcuffed.layer = initial(handcuffed.layer)
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handcuffed = null
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if ((l_hand || r_hand))
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// I don't know what this does, but it looks horrible
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var/h = hand
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hand = 1
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drop_item()
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hand = 0
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drop_item()
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hand = h
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else if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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if (wear_suit.blood_DNA)
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var/icon/stain_icon = null
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if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
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stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
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else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
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stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
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else
|
||||
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
|
||||
clothing_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" = SHIELD_LAYER)
|
||||
if(2)
|
||||
invisibility = 2
|
||||
//New stealth. Hopefully doesn't lag too much. /N
|
||||
if(istype(loc, /turf))//If they are standing on a turf.
|
||||
AddCamoOverlay(loc)//Overlay camo.
|
||||
if(3)
|
||||
if(istype(loc, /turf))
|
||||
//Ninjas may flick into view once in a while if they are stealthed.
|
||||
if(prob(90))
|
||||
NinjaStealthActive(loc)
|
||||
else
|
||||
NinjaStealthMalf()
|
||||
else
|
||||
invisibility = 0
|
||||
/*
|
||||
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
|
||||
if ((M.client && M.machine == src))
|
||||
spawn (0)
|
||||
show_inv(M)
|
||||
return
|
||||
*/
|
||||
last_b_state = stat
|
||||
|
||||
/mob/living/carbon/human/proc/misc_clothing_updates()
|
||||
@@ -1193,7 +1217,7 @@
|
||||
|
||||
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)
|
||||
@@ -1202,7 +1226,7 @@
|
||||
|
||||
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
|
||||
|
||||
@@ -1502,9 +1526,9 @@
|
||||
face_standing = new /image()
|
||||
face_lying = new /image()
|
||||
face_standing.icon = eyes_s
|
||||
face_standing.layer = MOB_LAYER
|
||||
face_standing.layer = FACE_LAYER
|
||||
face_lying.icon = eyes_l
|
||||
face_lying.layer = MOB_LAYER
|
||||
face_lying.layer = FACE_LAYER
|
||||
|
||||
del(mouth_l)
|
||||
del(mouth_s)
|
||||
|
||||
Reference in New Issue
Block a user