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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 16:44:33 +01:00
This reverts commit ad891d8e98.
This commit is contained in:
@@ -168,12 +168,6 @@
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target.icon = initial(picked_item.icon)
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if(istype(target, /obj/item/stamp))
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var/obj/item/stamp/S = target
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var/obj/item/stamp/P = picked_item
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S.stamp_color = initial(P.stamp_color)
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S.stamp_description = initial(P.stamp_description)
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/datum/action/item_action/chameleon/change/Trigger()
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if(!IsAvailable())
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return
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@@ -166,19 +166,6 @@
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if(wear_id)
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msg += "[p_they(TRUE)] [p_are()] wearing [bicon(wear_id)] \a [wear_id].\n"
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//Stamp Marks
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var/stamps_len = length(stamp_marks_desc)
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if(stamps_len)
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msg += "[p_they(TRUE)] [p_have()] been stamped: "
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if(stamps_len > 2)
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msg += stamp_marks_desc.Join(", ", 1, stamps_len - 1)
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msg += ", and [stamp_marks_desc[stamps_len]]"
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else if(stamps_len == 2)
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msg += "[stamp_marks_desc[1]], and [stamp_marks_desc[2]]"
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else
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msg += stamp_marks_desc[1]
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msg += ".\n"
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//Jitters
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switch(jitteriness)
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if(300 to INFINITY)
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@@ -5,13 +5,8 @@
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icon = 'icons/mob/human.dmi'
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icon_state = "body_m_s"
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deathgasp_on_death = TRUE
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/// descriptions of stamps applied to this human that will be visible on examine
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var/list/stamp_marks_desc = list()
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/// combined image of all the stamp marks
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var/image/stamp_marks
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/mob/living/carbon/human/New(loc)
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stamp_marks = new /image()
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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if(length(args) > 1)
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log_runtime(EXCEPTION("human/New called with more than 1 argument (REPORT THIS ENTIRE RUNTIME TO A CODER)"))
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@@ -522,7 +522,6 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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update_inv_legcuffed()
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update_inv_pockets()
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update_inv_wear_pda()
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update_misc_effects()
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UpdateDamageIcon()
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force_update_limbs()
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update_tail_layer()
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@@ -1259,13 +1258,11 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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/mob/living/carbon/human/proc/update_misc_effects()
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remove_overlay(MISC_LAYER)
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var/mutable_appearance/standing = mutable_appearance(layer = -MISC_LAYER)
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if(length(stamp_marks.overlays))
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standing.overlays += stamp_marks
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//Begin appending miscellaneous effects.
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if(eyes_shine())
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standing.overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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overlays_standing[MISC_LAYER] = standing
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overlays_standing[MISC_LAYER] = get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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apply_overlay(MISC_LAYER)
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/mob/living/carbon/human/proc/update_halo_layer()
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@@ -12,61 +12,6 @@
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item_color = "cargo"
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pressure_resistance = 2
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attack_verb = list("stamped")
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/// used for on human stamp marks, each mark will be colored this before adding to image in human stamp_marks
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var/stamp_color = "#6ca151"
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/// this is defined uniquely for each subtype, used in examine.dm for when humans are stamped.
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var/stamp_description = "..."
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/obj/item/stamp/afterattack(atom/target, mob/user, proximity, params)
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. = ..()
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if(!ishuman(target) || !ishuman(user) || !proximity)
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return
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var/mob/living/carbon/human/H = target
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var/attackedSide //the stamp mark will appear on this side, NORTH = forwards, SOUTH = back, EAST = right, WEST = left
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var/list/paramslist = params2list(params)
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var/xOffset = text2num(paramslist["icon-x"]) - 16
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var/yOffset = text2num(paramslist["icon-y"]) - 16
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switch(H.dir) //This makes the attackSide be the side that currently faces the 'camera'
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if(NORTH)
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attackedSide = SOUTH
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if(SOUTH)
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attackedSide = NORTH
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if(EAST)
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attackedSide = EAST
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if(WEST)
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attackedSide = WEST
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//Here the base stamp sprite is loaded, in the dmi there are 3 different types of possible marks
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//and for each type there is one state for each direction, although bizzare it going to have to be this way
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var/icon/new_stamp_mark = icon('icons/effects/stamp_marks.dmi', "stamp[rand(1,3)]_[attackedSide]")
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new_stamp_mark.Shift(EAST, xOffset)
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new_stamp_mark.Shift(NORTH, yOffset)
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//targetBaseIcon will be a picture of the human's base body underwear and uniform
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//we will use it so stamp marks cannot be put on backpack or inhand items
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var/mutable_appearance/targetBaseIcon = mutable_appearance()
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targetBaseIcon.dir = H.dir
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targetBaseIcon.overlays += H.overlays_standing[BODY_LAYER]
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targetBaseIcon.overlays += H.overlays_standing[LIMBS_LAYER]
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targetBaseIcon.overlays += H.overlays_standing[TAIL_LAYER]
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targetBaseIcon.overlays += H.overlays_standing[UNDERWEAR_LAYER]
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targetBaseIcon.overlays += H.overlays_standing[HAIR_LAYER]
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targetBaseIcon.overlays += H.overlays_standing[UNIFORM_LAYER]
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new_stamp_mark.Blend(getFlatIcon(targetBaseIcon), BLEND_MULTIPLY) // cut out any parts of the new mark that arent on target sprite
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var/image/new_stamp_mark_image = image(new_stamp_mark)
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new_stamp_mark_image.color = stamp_color // it needs to be an image because it's easiest way to color sprites
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H.stamp_marks.overlays += new_stamp_mark_image // add new mark to existing image of marks
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if(!(stamp_description in H.stamp_marks_desc)) // if its a new stamp type add its desc to list of descs
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H.stamp_marks_desc += stamp_description
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H.update_misc_effects()
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/obj/item/stamp/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] stamps 'VOID' on [user.p_their()] forehead, then promptly falls over, dead.</span>")
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@@ -76,103 +21,74 @@
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name = "Quartermaster's rubber stamp"
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icon_state = "stamp-qm"
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item_color = "qm"
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stamp_color = "#B88F3D"
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stamp_description = "Quartermaster approved"
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/obj/item/stamp/law
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name = "Law office's rubber stamp"
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icon_state = "stamp-law"
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item_color = "cargo"
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stamp_color = "#CC0000"
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stamp_description = "Justice Department approved"
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/obj/item/stamp/captain
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name = "captain's rubber stamp"
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icon_state = "stamp-cap"
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item_color = "captain"
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stamp_color = "#1F66A0"
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stamp_description = "Captain approved"
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/obj/item/stamp/hop
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name = "head of personnel's rubber stamp"
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icon_state = "stamp-hop"
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item_color = "hop"
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stamp_color = "#2A79AD"
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stamp_description = "Head of Personnel approved"
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/obj/item/stamp/hos
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name = "head of security's rubber stamp"
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icon_state = "stamp-hos"
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item_color = "hosred"
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stamp_color = "#BA0505"
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stamp_description = "Head of Security approved"
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/obj/item/stamp/ce
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name = "chief engineer's rubber stamp"
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icon_state = "stamp-ce"
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item_color = "chief"
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stamp_color = "#CC9900"
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stamp_description = "Chief Engineer approved"
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/obj/item/stamp/rd
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name = "research director's rubber stamp"
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icon_state = "stamp-rd"
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item_color = "director"
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stamp_color = "#D9D9D9"
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stamp_description = "Research Director approved"
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/obj/item/stamp/cmo
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name = "chief medical officer's rubber stamp"
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icon_state = "stamp-cmo"
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item_color = "medical"
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stamp_color = "#48FEFE"
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stamp_description = "Chief Medical Officer approved"
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/obj/item/stamp/granted
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name = "\improper GRANTED rubber stamp"
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icon_state = "stamp-ok"
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item_color = "qm"
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stamp_color = "#339900"
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stamp_description = "GRANTED"
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/obj/item/stamp/denied
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name = "\improper DENIED rubber stamp"
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icon_state = "stamp-deny"
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item_color = "redcoat"
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stamp_color = "#990000"
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stamp_description = "DENIED"
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/obj/item/stamp/clown
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name = "clown's rubber stamp"
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icon_state = "stamp-clown"
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item_color = "clown"
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stamp_color = "#FF66CC"
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stamp_description = "HONK"
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/obj/item/stamp/rep
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name = "Nanotrasen Representative's rubber stamp"
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icon_state = "stamp-rep"
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item_color = "rep"
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stamp_color = "#C1B640"
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stamp_description = "Nanotrasen Representative approved"
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/obj/item/stamp/magistrate
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name = "Magistrate's rubber stamp"
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icon_state = "stamp-magistrate"
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item_color = "rep"
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stamp_color = "#C1B640"
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stamp_description = "Magistrate approved"
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/obj/item/stamp/centcom
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name = "Central Command rubber stamp"
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icon_state = "stamp-cent"
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item_color = "centcom"
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stamp_color = "#009900"
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stamp_description = "Central Command approved"
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/obj/item/stamp/syndicate
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name = "suspicious rubber stamp"
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icon_state = "stamp-syndicate"
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item_color = "syndicate"
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stamp_color = "#7B0101"
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stamp_description = "Syndicate approved"
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