way to early...

This commit is contained in:
Aurorablade
2016-01-15 08:06:01 -05:00
parent 0fa96f21ae
commit 9b80140e7d
2 changed files with 139 additions and 41 deletions
@@ -106,30 +106,33 @@ Please contact me on #coderbus IRC. ~Carn x
//Human Overlays Indexes/////////
#define MUTANTRACE_LAYER 1
#define MUTATIONS_LAYER 2
#define DAMAGE_LAYER 3
#define UNIFORM_LAYER 4
#define ID_LAYER 5
#define SHOES_LAYER 6
#define GLOVES_LAYER 7
#define EARS_LAYER 8
#define SUIT_LAYER 9
#define GLASSES_LAYER 10
#define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt?
#define TAIL_LAYER 12 //bs12 specific. this hack is probably gonna come back to haunt me
#define SUIT_STORE_LAYER 13
#define BACK_LAYER 14
#define HAIR_LAYER 15 //TODO: make part of head layer?
#define FACEMASK_LAYER 16
#define HEAD_LAYER 17
#define COLLAR_LAYER 18
#define HANDCUFF_LAYER 19
#define LEGCUFF_LAYER 20
#define L_HAND_LAYER 21
#define R_HAND_LAYER 22
#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
#define FIRE_LAYER 24 //If you're on fire
#define TOTAL_LAYERS 24
#define MARKINGS_LAYER 2
#define MUTATIONS_LAYER 3
#define DAMAGE_LAYER 4
#define UNIFORM_LAYER 5
#define ID_LAYER 6
#define SHOES_LAYER 7
#define GLOVES_LAYER 8
#define EARS_LAYER 9
#define SUIT_LAYER 10
#define GLASSES_LAYER 11
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
#define TAIL_LAYER 13 //bs12 specific. this hack is probably gonna come back to haunt me
#define SUIT_STORE_LAYER 14
#define BACK_LAYER 15
#define HAIR_LAYER 16 //TODO: make part of head layer?
#define HEAD_ACCESSORY_LAYER 17
#define FHAIR_LAYER 18
#define FACEMASK_LAYER 19
#define HEAD_LAYER 20
#define COLLAR_LAYER 21
#define HANDCUFF_LAYER 22
#define LEGCUFF_LAYER 23
#define L_HAND_LAYER 24
#define R_HAND_LAYER 25
#define TARGETED_LAYER 26 //BS12: Layer for the target overlay from weapon targeting system
#define FIRE_LAYER 27 //If you're on fire
#define TOTAL_LAYERS 27
@@ -245,7 +248,7 @@ var/global/list/damage_icon_parts = list()
qdel(stand_icon)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = ""
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
if(eyes)
icon_key += "[rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3])]"
@@ -350,6 +353,75 @@ var/global/list/damage_icon_parts = list()
//tail
update_tail_layer(0)
//head accessory
update_head_accessory(0)
//markings
update_markings(0)
//hair
update_hair(0)
update_fhair(0)
//MARKINGS OVERLAY
/mob/living/carbon/human/proc/update_markings(var/update_icons=1)
//Reset our markings
overlays_standing[MARKINGS_LAYER] = null
var/obj/item/organ/external/chest/chest_organ = get_organ("chest")
if(!chest_organ || chest_organ.is_stump() || (chest_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//base icons
var/icon/markings_standing = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
if(m_style && (src.species.bodyflags & HAS_MARKINGS))
var/datum/sprite_accessory/marking_style = marking_styles_list[m_style]
if(marking_style && marking_style.species_allowed)
if(src.species.name in marking_style.species_allowed)
var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s")
if(marking_style.do_colouration)
markings_s.Blend(rgb(r_markings, g_markings, b_markings), ICON_ADD)
markings_standing.Blend(markings_s, ICON_OVERLAY)
else
//warning("Invalid m_style for [species.name]: [m_style]")
overlays_standing[MARKINGS_LAYER] = image(markings_standing)
if(update_icons) update_icons()
//HEAD ACCESSORY OVERLAY
/mob/living/carbon/human/proc/update_head_accessory(var/update_icons=1)
//Reset our head accessory
overlays_standing[HEAD_ACCESSORY_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//masks and helmets can obscure our head accessory
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
//base icons
var/icon/head_accessory_standing = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
if(ha_style && !(head && (head.flags & BLOCKHEADHAIR) && !(isSynthetic()) && (src.species.bodyflags & HAS_HEAD_ACCESSORY)))
var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[ha_style]
if(head_accessory_style && head_accessory_style.species_allowed)
if(src.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(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD)
head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
else
//warning("Invalid ha_style for [species.name]: [ha_style]")
overlays_standing[HEAD_ACCESSORY_LAYER] = image(head_accessory_standing)
if(update_icons) update_icons()
//HAIR OVERLAY
@@ -367,6 +439,41 @@ var/global/list/damage_icon_parts = list()
if(update_icons) update_icons()
return
//base icons
var/icon/hair_standing = new /icon('icons/mob/human_face.dmi',"bald_s")
if(h_style && !(head && (head.flags & BLOCKHEADHAIR) && !(isSynthetic())))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && hair_style.species_allowed)
if(src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_standing.Blend(hair_s, ICON_OVERLAY)
else
//warning("Invalid h_style for [species.name]: [h_style]")
overlays_standing[HAIR_LAYER] = image(hair_standing)
if(update_icons) update_icons()
//FACIAL HAIR OVERLAY
/mob/living/carbon/human/proc/update_fhair(var/update_icons=1)
//Reset our facial hair
overlays_standing[FHAIR_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//masks and helmets can obscure our facial hair, unless we're a synthetic
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
//base icons
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s")
@@ -381,22 +488,7 @@ var/global/list/damage_icon_parts = list()
else
//warning("Invalid f_style for [species.name]: [f_style]")
if(!get_int_organ(/obj/item/organ/internal/brain))
face_standing += icon("icon"='icons/mob/human_face.dmi', "icon_state" = "debrained_s")
if(h_style && !(head && (head.flags & BLOCKHEADHAIR) && !(isSynthetic())))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && hair_style.species_allowed)
if(src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
face_standing.Blend(hair_s, ICON_OVERLAY)
else
//warning("Invalid h_style for [species.name]: [h_style]")
overlays_standing[HAIR_LAYER] = image(face_standing)
overlays_standing[FHAIR_LAYER] = image(face_standing)
if(update_icons) update_icons()
@@ -460,6 +552,7 @@ var/global/list/damage_icon_parts = list()
skeleton = null
update_hair(0)
update_fhair(0)
if(update_icons) update_icons()
//Call when target overlay should be added/removed
@@ -488,6 +581,8 @@ var/global/list/damage_icon_parts = list()
update_mutations(0)
update_body(0)
update_hair(0)
update_head_accessory(0)
update_fhair(0)
update_mutantrace(0)
update_inv_w_uniform(0,0)
update_inv_wear_id(0)
@@ -1019,6 +1114,7 @@ var/global/list/damage_icon_parts = list()
//Human Overlays Indexes/////////
#undef MUTANTRACE_LAYER
#undef MARKINGS_LAYER
#undef MUTATIONS_LAYER
#undef DAMAGE_LAYER
#undef UNIFORM_LAYER
@@ -1035,6 +1131,8 @@ var/global/list/damage_icon_parts = list()
#undef BACK_LAYER
#undef HAIR_LAYER
#undef HEAD_LAYER
#undef HEAD_ACCESSORY_LAYER
#undef FHAIR_LAYER
#undef COLLAR_LAYER
#undef HANDCUFF_LAYER
#undef LEGCUFF_LAYER