Merge pull request #12114 from KasparoVy/light_gone_out

Fixes Bugs with Shining Eyes, Disembodied Heads and Admin-Reviving Beheaded Humanoids
This commit is contained in:
Fox McCloud
2019-08-29 16:40:22 -04:00
committed by GitHub
3 changed files with 61 additions and 50 deletions
+14 -9
View File
@@ -852,7 +852,7 @@
return
var/read = 0
var/perpname = get_visible_name(TRUE)
for(var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for(var/datum/data/record/R in data_core.medical)
@@ -1099,17 +1099,22 @@
var/limb_path = organ_data["path"]
var/obj/item/organ/external/O = new limb_path(temp_holder)
if(H.get_limb_by_name(O.name)) //Check to see if the user already has an limb with the same name as the 'missing limb'. If they do, skip regrowth.
continue //In an example, this will prevent duplication of the mob's right arm if the mob is a Human and they have a Diona right arm, since,
//while the limb with the name 'right_arm' the mob has may not be listed in their species' bodyparts definition, it is still viable and has the appropriate limb name.
continue //In an example, this will prevent duplication of the mob's right arm if the mob is a Human and they have a Diona right arm, since,
//while the limb with the name 'right_arm' the mob has may not be listed in their species' bodyparts definition, it is still viable and has the appropriate limb name.
else
O = new limb_path(H) //Create the limb on the player.
O.owner = H
H.bodyparts |= H.bodyparts_by_name[O.limb_name]
if(O.body_part == HEAD) //They're sprouting a fresh head so lets hook them up with their genetic stuff so their new head looks like the original.
H.UpdateAppearance()
//Replacing lost organs with the species default.
temp_holder = new /mob/living/carbon/human()
for(var/index in H.dna.species.has_organ)
var/organ = H.dna.species.has_organ[index]
var/list/species_organs = H.dna.species.has_organ.Copy() //Compile a list of species organs and tack on the mutantears afterward.
if(H.dna.species.mutantears)
species_organs["ears"] = H.dna.species.mutantears
for(var/index in species_organs)
var/organ = species_organs[index]
if(!(organ in types_of_int_organs)) //If the mob is missing this particular organ...
var/obj/item/organ/internal/I = new organ(temp_holder) //Create the organ inside our holder so we can check it before implantation.
if(H.get_organ_slot(I.slot)) //Check to see if the user already has an organ in the slot the 'missing organ' belongs to. If they do, skip implantation.
@@ -1473,12 +1478,12 @@
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(istype(dna.species) && dna.species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', dna.species.eyes)
var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', dna.species.eyes)
if(eye_implant) //Eye implants override native DNA eye colo(u)r
eyes_icon = eye_implant.generate_icon()
else if(eyes)
eyes_icon = eyes.generate_icon()
else
else //Error 404: Eyes not found!
eyes_icon.Blend("#800000", ICON_ADD)
return eyes_icon
@@ -1487,8 +1492,8 @@
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1)
MA.plane = LIGHTING_PLANE
var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = ABOVE_LIGHTING_LAYER)
MA.plane = ABOVE_LIGHTING_PLANE
return MA //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/*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.
+36 -36
View File
@@ -87,67 +87,67 @@ var/global/list/limb_icon_cache = list()
else if(s_col)
mob_icon.Blend(s_col, ICON_ADD)
if(owner) //Maintains overlays on disembodied parts.
cut_overlays()
dir = EAST
icon = mob_icon
return mob_icon
/obj/item/organ/external/head/get_icon()
..()
overlays.Cut()
if(!owner)
return
if(dna.species.has_organ["eyes"])
var/icon/eyes_icon = owner.get_eyecon()
if(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
add_overlay(eyes_icon)
if(owner.lip_style && (LIPS in dna.species.species_traits))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
overlays |= lip_icon
mob_icon.Blend(lip_icon, ICON_OVERLAY)
add_overlay(mutable_appearance('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")) //Hefty icon not necessary.
var/head_marking = owner.m_styles["head"]
if(head_marking && head_marking != "None")
if(head_marking)
var/datum/sprite_accessory/head_marking_style = GLOB.marking_styles_list[head_marking]
if(head_marking_style && head_marking_style.species_allowed && (dna.species.name in head_marking_style.species_allowed) && head_marking_style.marking_location == "head")
var/icon/h_marking_s = new/icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
var/icon/h_marking_s = new /icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
if(head_marking_style.do_colouration)
h_marking_s.Blend(owner.m_colours["head"], ICON_ADD)
overlays |= h_marking_s
add_overlay(h_marking_s)
if(ha_style)
var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[ha_style]
if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.name in head_accessory_style.species_allowed))
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(headacc_colour, ICON_ADD)
overlays |= head_accessory_s
if(!((owner.head && (owner.head.flags & BLOCKHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHAIR)))) //Common restriction for all the below features.
if(ha_style)
var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[ha_style]
if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.name in head_accessory_style.species_allowed))
var/icon/head_accessory_s = new /icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(headacc_colour, ICON_ADD)
add_overlay(head_accessory_s)
if(f_style)
var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[f_style]
if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
facial_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
else if(facial_hair_style.do_colouration)
facial_s.Blend(facial_colour, ICON_ADD)
overlays |= facial_s
if(f_style)
var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[f_style]
if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/facial_s = new /icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
facial_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
else if(facial_hair_style.do_colouration)
facial_s.Blend(facial_colour, ICON_ADD)
add_overlay(facial_s)
if(h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[h_style]
if(hair_style && ((dna.species.name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
hair_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
else if(hair_style.do_colouration)
hair_s.Blend(hair_colour, ICON_ADD)
overlays |= hair_s
if(h_style)
if(!owner.isSynthetic() || (owner.isSynthetic() && ((owner.head && (owner.head.flags & BLOCKHEADHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHEADHAIR)))))
var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[h_style]
if(hair_style && ((dna.species.name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/hair_s = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
hair_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
else if(hair_style.do_colouration)
hair_s.Blend(hair_colour, ICON_ADD)
add_overlay(hair_s)
return mob_icon
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.
/obj/item/organ/external/proc/get_icon_state(skeletal)
var/gender