diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index fe04ff6530b..dd80e6531db 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -204,42 +204,42 @@ #define MFOAM_IRON 2 //Human Overlays Indexes///////// -#define BODY_LAYER 1 -#define MUTANTRACE_LAYER 2 -#define TAIL_UNDERLIMBS_LAYER 3 //Tail split-rendering. -#define LIMBS_LAYER 4 -#define MARKINGS_LAYER 5 -#define UNDERWEAR_LAYER 6 -#define MUTATIONS_LAYER 7 -#define H_DAMAGE_LAYER 8 -#define UNIFORM_LAYER 9 -#define ID_LAYER 10 -#define SHOES_LAYER 11 -#define GLOVES_LAYER 12 -#define EARS_LAYER 13 -#define SUIT_LAYER 14 -#define BELT_LAYER 15 //Possible make this an overlay of somethign required to wear a belt? -#define SUIT_STORE_LAYER 16 -#define BACK_LAYER 17 -#define HEAD_ACCESSORY_LAYER 18 -#define FHAIR_LAYER 19 -#define GLASSES_LAYER 20 -#define HAIR_LAYER 21 //TODO: make part of head layer? -#define HEAD_ACC_OVER_LAYER 22 //Select-layer rendering. -#define FHAIR_OVER_LAYER 23 //Select-layer rendering. -#define GLASSES_OVER_LAYER 24 //Select-layer rendering. -#define TAIL_LAYER 25 //bs12 specific. this hack is probably gonna come back to haunt me -#define FACEMASK_LAYER 26 -#define HEAD_LAYER 27 -#define COLLAR_LAYER 28 -#define HANDCUFF_LAYER 29 -#define LEGCUFF_LAYER 30 -#define L_HAND_LAYER 31 -#define R_HAND_LAYER 32 -#define TARGETED_LAYER 33 //BS12: Layer for the target overlay from weapon targeting system -#define FIRE_LAYER 34 //If you're on fire -#define MISC_LAYER 35 -#define FROZEN_LAYER 36 +#define BODY_LAYER 36 +#define MUTANTRACE_LAYER 35 +#define TAIL_UNDERLIMBS_LAYER 34 //Tail split-rendering. +#define LIMBS_LAYER 33 +#define MARKINGS_LAYER 32 +#define UNDERWEAR_LAYER 31 +#define MUTATIONS_LAYER 30 +#define H_DAMAGE_LAYER 29 +#define UNIFORM_LAYER 28 +#define ID_LAYER 27 +#define SHOES_LAYER 26 +#define GLOVES_LAYER 25 +#define EARS_LAYER 24 +#define SUIT_LAYER 23 +#define BELT_LAYER 22 //Possible make this an overlay of somethign required to wear a belt? +#define SUIT_STORE_LAYER 21 +#define BACK_LAYER 20 +#define HEAD_ACCESSORY_LAYER 19 +#define FHAIR_LAYER 18 +#define GLASSES_LAYER 17 +#define HAIR_LAYER 16 //TODO: make part of head layer? +#define HEAD_ACC_OVER_LAYER 15 //Select-layer rendering. +#define FHAIR_OVER_LAYER 14 //Select-layer rendering. +#define GLASSES_OVER_LAYER 13 //Select-layer rendering. +#define TAIL_LAYER 12 //bs12 specific. this hack is probably gonna come back to haunt me +#define FACEMASK_LAYER 11 +#define HEAD_LAYER 10 +#define COLLAR_LAYER 9 +#define HANDCUFF_LAYER 8 +#define LEGCUFF_LAYER 7 +#define L_HAND_LAYER 6 +#define R_HAND_LAYER 5 +#define TARGETED_LAYER 4 //BS12: Layer for the target overlay from weapon targeting system +#define FIRE_LAYER 3 //If you're on fire +#define MISC_LAYER 2 +#define FROZEN_LAYER 1 #define TOTAL_LAYERS 36 ///Access Region Codes/// diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 735251a5403..a800cb7e220 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -138,7 +138,7 @@ var/global/list/damage_icon_parts = list() previous_damage_appearance = damage_appearance remove_overlay(H_DAMAGE_LAYER) - var/mutable_appearance/damage_overlay = mutable_appearance(dna.species.damage_overlays, "00", layer = H_DAMAGE_LAYER) + var/mutable_appearance/damage_overlay = mutable_appearance(dna.species.damage_overlays, "00", layer = -H_DAMAGE_LAYER) overlays_standing[H_DAMAGE_LAYER] = damage_overlay // blend the individual damage states with our icons @@ -236,7 +236,7 @@ var/global/list/damage_icon_parts = list() husk_over.Blend(mask, ICON_ADD) base_icon.Blend(husk_over, ICON_OVERLAY) - var/mutable_appearance/new_base = mutable_appearance(base_icon, layer = LIMBS_LAYER) + var/mutable_appearance/new_base = mutable_appearance(base_icon, layer = -LIMBS_LAYER) human_icon_cache[icon_key] = new_base standing += new_base //END CACHED ICON GENERATION. @@ -262,13 +262,13 @@ var/global/list/damage_icon_parts = list() underwear_standing.Blend(new /icon(U3.icon, "sk_[U3.icon_state]_s"), ICON_OVERLAY) if(underwear_standing) - overlays_standing[UNDERWEAR_LAYER] = mutable_appearance(underwear_standing, layer = UNDERWEAR_LAYER) + overlays_standing[UNDERWEAR_LAYER] = mutable_appearance(underwear_standing, layer = -UNDERWEAR_LAYER) apply_overlay(UNDERWEAR_LAYER) if(lip_style && (LIPS in dna.species.species_traits)) var/icon/lips = icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "lips_[lip_style]_s") lips.Blend(lip_color, ICON_ADD) - standing += mutable_appearance(lips, layer = BODY_LAYER) + standing += mutable_appearance(lips, layer = -BODY_LAYER) overlays_standing[BODY_LAYER] = standing apply_overlay(BODY_LAYER) @@ -312,7 +312,7 @@ var/global/list/damage_icon_parts = list() h_marking_s.Blend(m_colours["head"], ICON_ADD) markings_standing.Blend(h_marking_s, ICON_OVERLAY) - overlays_standing[MARKINGS_LAYER] = mutable_appearance(markings_standing, layer = MARKINGS_LAYER) + overlays_standing[MARKINGS_LAYER] = mutable_appearance(markings_standing, layer = -MARKINGS_LAYER) apply_overlay(MARKINGS_LAYER) //HEAD ACCESSORY OVERLAY @@ -342,10 +342,10 @@ var/global/list/damage_icon_parts = list() //Having it this way preserves animations. Useful for animated antennae. if(head_accessory_style.over_hair) //Select which layer to use based on the properties of the head accessory style. - overlays_standing[HEAD_ACC_OVER_LAYER] = mutable_appearance(head_accessory_standing, layer = HEAD_ACC_OVER_LAYER) + overlays_standing[HEAD_ACC_OVER_LAYER] = mutable_appearance(head_accessory_standing, layer = -HEAD_ACC_OVER_LAYER) apply_overlay(HEAD_ACC_OVER_LAYER) else - overlays_standing[HEAD_ACCESSORY_LAYER] = mutable_appearance(head_accessory_standing, layer = HEAD_ACCESSORY_LAYER) + overlays_standing[HEAD_ACCESSORY_LAYER] = mutable_appearance(head_accessory_standing, layer = -HEAD_ACCESSORY_LAYER) apply_overlay(HEAD_ACCESSORY_LAYER) else //warning("Invalid ha_style for [species.name]: [ha_style]") @@ -389,7 +389,7 @@ var/global/list/damage_icon_parts = list() //warning("Invalid h_style for [species.name]: [h_style]") //hair_standing.Blend(debrained_s, ICON_OVERLAY)//how does i overlay for fish? - overlays_standing[HAIR_LAYER] = mutable_appearance(hair_standing, layer = HAIR_LAYER) + overlays_standing[HAIR_LAYER] = mutable_appearance(hair_standing, layer = -HAIR_LAYER) apply_overlay(HAIR_LAYER) @@ -428,10 +428,10 @@ var/global/list/damage_icon_parts = list() face_standing.Blend(facial_s, ICON_OVERLAY) if(facial_hair_style.over_hair) //Select which layer to use based on the properties of the facial hair style. - overlays_standing[FHAIR_OVER_LAYER] = mutable_appearance(face_standing, layer = FHAIR_OVER_LAYER) + overlays_standing[FHAIR_OVER_LAYER] = mutable_appearance(face_standing, layer = -FHAIR_OVER_LAYER) apply_overlay(FHAIR_OVER_LAYER) else - overlays_standing[FHAIR_LAYER] = mutable_appearance(face_standing, layer = FHAIR_LAYER) + overlays_standing[FHAIR_LAYER] = mutable_appearance(face_standing, layer = -FHAIR_LAYER) apply_overlay(FHAIR_LAYER) else //warning("Invalid f_style for [species.name]: [f_style]") @@ -444,7 +444,7 @@ var/global/list/damage_icon_parts = list() if(FAT in mutations) fat = "fat" - var/mutable_appearance/standing = mutable_appearance('icons/effects/genetics.dmi', layer = MUTATIONS_LAYER) + var/mutable_appearance/standing = mutable_appearance('icons/effects/genetics.dmi', layer = -MUTATIONS_LAYER) var/add_image = 0 var/g = "m" if(gender == FEMALE) @@ -489,7 +489,7 @@ var/global/list/damage_icon_parts = list() remove_overlay(FIRE_LAYER) if(on_fire) if(!overlays_standing[FIRE_LAYER]) - overlays_standing[FIRE_LAYER] = mutable_appearance(fire_dmi, fire_sprite, layer = FIRE_LAYER) + overlays_standing[FIRE_LAYER] = mutable_appearance(fire_dmi, fire_sprite, layer = -FIRE_LAYER) apply_overlay(FIRE_LAYER) /* --------------------------------------- */ @@ -547,7 +547,7 @@ var/global/list/damage_icon_parts = list() if(!t_color) t_color = icon_state - var/mutable_appearance/standing = mutable_appearance('icons/mob/uniform.dmi', "[t_color]_s", layer = UNIFORM_LAYER) + var/mutable_appearance/standing = mutable_appearance('icons/mob/uniform.dmi', "[t_color]_s", layer = -UNIFORM_LAYER) if(FAT in mutations) if(w_uniform.flags_size & ONESIZEFITSALL) standing.icon = 'icons/mob/uniform_fat.dmi' @@ -607,7 +607,7 @@ var/global/list/damage_icon_parts = list() client.screen += wear_id if(w_uniform && w_uniform:displays_id) - overlays_standing[ID_LAYER] = mutable_appearance('icons/mob/mob.dmi', "id", layer = ID_LAYER) + overlays_standing[ID_LAYER] = mutable_appearance('icons/mob/mob.dmi', "id", layer = -ID_LAYER) apply_overlay(ID_LAYER) /mob/living/carbon/human/update_inv_gloves(var/update_icons=1) @@ -628,11 +628,11 @@ var/global/list/damage_icon_parts = list() var/mutable_appearance/standing if(gloves.icon_override) - standing = mutable_appearance(gloves.icon_override, "[t_state]", layer = GLOVES_LAYER) + standing = mutable_appearance(gloves.icon_override, "[t_state]", layer = -GLOVES_LAYER) else if(gloves.sprite_sheets && gloves.sprite_sheets[dna.species.name]) - standing = mutable_appearance(gloves.sprite_sheets[dna.species.name], "[t_state]", layer = GLOVES_LAYER) + standing = mutable_appearance(gloves.sprite_sheets[dna.species.name], "[t_state]", layer = -GLOVES_LAYER) else - standing = mutable_appearance('icons/mob/hands.dmi', "[t_state]", layer = GLOVES_LAYER) + standing = mutable_appearance('icons/mob/hands.dmi', "[t_state]", layer = -GLOVES_LAYER) if(gloves.blood_DNA) var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "bloodyhands") @@ -641,7 +641,7 @@ var/global/list/damage_icon_parts = list() overlays_standing[GLOVES_LAYER] = standing else if(blood_DNA) - var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "bloodyhands", layer = GLOVES_LAYER) + var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "bloodyhands", layer = -GLOVES_LAYER) bloodsies.color = hand_blood_color overlays_standing[GLOVES_LAYER] = bloodsies apply_overlay(GLOVES_LAYER) @@ -665,11 +665,11 @@ var/global/list/damage_icon_parts = list() client.screen += glasses //Either way, add the item to the HUD if(glasses.icon_override) - new_glasses = mutable_appearance(glasses.icon_override, "[glasses.icon_state]", layer = GLASSES_LAYER) + new_glasses = mutable_appearance(glasses.icon_override, "[glasses.icon_state]", layer = -GLASSES_LAYER) else if(glasses.sprite_sheets && glasses.sprite_sheets[head_organ.dna.species.name]) - new_glasses = mutable_appearance(glasses.sprite_sheets[head_organ.dna.species.name], "[glasses.icon_state]", layer = GLASSES_LAYER) + new_glasses = mutable_appearance(glasses.sprite_sheets[head_organ.dna.species.name], "[glasses.icon_state]", layer = -GLASSES_LAYER) else - new_glasses = mutable_appearance('icons/mob/eyes.dmi', "[glasses.icon_state]", layer = GLASSES_LAYER) + new_glasses = mutable_appearance('icons/mob/eyes.dmi', "[glasses.icon_state]", layer = -GLASSES_LAYER) var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_full_list[head_organ.h_style] if(hair_style && hair_style.glasses_over) //Select which layer to use based on the properties of the hair style. Hair styles with hair that don't overhang the arms of the glasses should have glasses_over set to a positive value. @@ -702,12 +702,12 @@ var/global/list/damage_icon_parts = list() var/t_type = l_ear.icon_state if(l_ear.icon_override) t_type = "[t_type]_l" - overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.icon_override, "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.icon_override, "[t_type]", layer = -EARS_LAYER) else if(l_ear.sprite_sheets && l_ear.sprite_sheets[dna.species.name]) t_type = "[t_type]_l" - overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.sprite_sheets[dna.species.name], "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER) else - overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER) if(r_ear) if(client && hud_used && hud_used.hud_shown) @@ -718,12 +718,12 @@ var/global/list/damage_icon_parts = list() var/t_type = r_ear.icon_state if(r_ear.icon_override) t_type = "[t_type]_r" - overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.icon_override, "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.icon_override, "[t_type]", layer = -EARS_LAYER) else if(r_ear.sprite_sheets && r_ear.sprite_sheets[dna.species.name]) t_type = "[t_type]_r" - overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.sprite_sheets[dna.species.name], "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER) else - overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = EARS_LAYER) + overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER) apply_overlay(EARS_LAYER) /mob/living/carbon/human/update_inv_shoes(var/update_icons=1) @@ -741,11 +741,11 @@ var/global/list/damage_icon_parts = list() var/mutable_appearance/standing if(shoes.icon_override) - standing = mutable_appearance(shoes.icon_override, "[shoes.icon_state]", layer = SHOES_LAYER) + standing = mutable_appearance(shoes.icon_override, "[shoes.icon_state]", layer = -SHOES_LAYER) else if(shoes.sprite_sheets && shoes.sprite_sheets[dna.species.name]) - standing = mutable_appearance(shoes.sprite_sheets[dna.species.name], "[shoes.icon_state]", layer = SHOES_LAYER) + standing = mutable_appearance(shoes.sprite_sheets[dna.species.name], "[shoes.icon_state]", layer = -SHOES_LAYER) else - standing = mutable_appearance('icons/mob/feet.dmi', "[shoes.icon_state]", layer = SHOES_LAYER) + standing = mutable_appearance('icons/mob/feet.dmi', "[shoes.icon_state]", layer = -SHOES_LAYER) if(shoes.blood_DNA) @@ -755,7 +755,7 @@ var/global/list/damage_icon_parts = list() overlays_standing[SHOES_LAYER] = standing else if(feet_blood_DNA) - var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "shoeblood", layer = SHOES_LAYER) + var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "shoeblood", layer = -SHOES_LAYER) bloodsies.color = feet_blood_color overlays_standing[SHOES_LAYER] = bloodsies apply_overlay(SHOES_LAYER) @@ -776,7 +776,7 @@ var/global/list/damage_icon_parts = list() if(!t_state) t_state = s_store.icon_state var/dmi='icons/mob/belt_mirror.dmi' - overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(dmi, "[t_state]", layer = SUIT_STORE_LAYER) + overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(dmi, "[t_state]", layer = -SUIT_STORE_LAYER) s_store.screen_loc = ui_sstore1 //TODO apply_overlay(SUIT_STORE_LAYER) @@ -792,11 +792,11 @@ var/global/list/damage_icon_parts = list() if(head) var/mutable_appearance/standing if(head.icon_override) - standing = mutable_appearance(head.icon_override, "[head.icon_state]", layer = HEAD_LAYER) + standing = mutable_appearance(head.icon_override, "[head.icon_state]", layer = -HEAD_LAYER) else if(head.sprite_sheets && head.sprite_sheets[dna.species.name]) - standing = mutable_appearance(head.sprite_sheets[dna.species.name], "[head.icon_state]", layer = HEAD_LAYER) + standing = mutable_appearance(head.sprite_sheets[dna.species.name], "[head.icon_state]", layer = -HEAD_LAYER) else - standing = mutable_appearance('icons/mob/head.dmi', "[head.icon_state]", layer = HEAD_LAYER) + standing = mutable_appearance('icons/mob/head.dmi', "[head.icon_state]", layer = -HEAD_LAYER) if(head.blood_DNA) var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "helmetblood") @@ -823,11 +823,11 @@ var/global/list/damage_icon_parts = list() if(belt.icon_override) t_state = "[t_state]_be" - overlays_standing[BELT_LAYER] = mutable_appearance(belt.icon_override, "[t_state]", layer = BELT_LAYER) + overlays_standing[BELT_LAYER] = mutable_appearance(belt.icon_override, "[t_state]", layer = -BELT_LAYER) else if(belt.sprite_sheets && belt.sprite_sheets[dna.species.name]) - overlays_standing[BELT_LAYER] = mutable_appearance(belt.sprite_sheets[dna.species.name], "[t_state]", layer = BELT_LAYER) + overlays_standing[BELT_LAYER] = mutable_appearance(belt.sprite_sheets[dna.species.name], "[t_state]", layer = -BELT_LAYER) else - overlays_standing[BELT_LAYER] = mutable_appearance('icons/mob/belt.dmi', "[t_state]", layer = BELT_LAYER) + overlays_standing[BELT_LAYER] = mutable_appearance('icons/mob/belt.dmi', "[t_state]", layer = -BELT_LAYER) apply_overlay(BELT_LAYER) @@ -846,18 +846,18 @@ var/global/list/damage_icon_parts = list() var/mutable_appearance/standing if(wear_suit.icon_override) - standing = mutable_appearance(wear_suit.icon_override, "[wear_suit.icon_state]", layer = SUIT_LAYER) + standing = mutable_appearance(wear_suit.icon_override, "[wear_suit.icon_state]", layer = -SUIT_LAYER) else if(wear_suit.sprite_sheets && wear_suit.sprite_sheets[dna.species.name]) - standing = mutable_appearance(wear_suit.sprite_sheets[dna.species.name], "[wear_suit.icon_state]", layer = SUIT_LAYER) + standing = mutable_appearance(wear_suit.sprite_sheets[dna.species.name], "[wear_suit.icon_state]", layer = -SUIT_LAYER) else if(FAT in mutations) if(wear_suit.flags_size & ONESIZEFITSALL) - standing = mutable_appearance('icons/mob/suit_fat.dmi', "[wear_suit.icon_state]", layer = SUIT_LAYER) + standing = mutable_appearance('icons/mob/suit_fat.dmi', "[wear_suit.icon_state]", layer = -SUIT_LAYER) else to_chat(src, "You burst out of \the [wear_suit]!") unEquip(wear_suit) return else - standing = mutable_appearance('icons/mob/suit.dmi', "[wear_suit.icon_state]", layer = SUIT_LAYER) + standing = mutable_appearance('icons/mob/suit.dmi', "[wear_suit.icon_state]", layer = -SUIT_LAYER) if(wear_suit.breakouttime) drop_l_hand() @@ -923,12 +923,12 @@ var/global/list/damage_icon_parts = list() var/icon/mask_icon = new(wear_mask.icon) if(wear_mask.icon_override) mask_icon = new(wear_mask.icon_override) - standing = mutable_appearance(wear_mask.icon_override, "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = FACEMASK_LAYER) + standing = mutable_appearance(wear_mask.icon_override, "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER) else if(wear_mask.sprite_sheets && wear_mask.sprite_sheets[dna.species.name]) mask_icon = new(wear_mask.sprite_sheets[dna.species.name]) - standing = mutable_appearance(wear_mask.sprite_sheets[dna.species.name], "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = FACEMASK_LAYER) + standing = mutable_appearance(wear_mask.sprite_sheets[dna.species.name], "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER) else - standing = mutable_appearance('icons/mob/mask.dmi', "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = FACEMASK_LAYER) + standing = mutable_appearance('icons/mob/mask.dmi', "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER) if(!istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA) var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "maskblood") @@ -945,15 +945,15 @@ var/global/list/damage_icon_parts = list() //determine the icon to use var/mutable_appearance/standing if(back.icon_override) - standing = mutable_appearance(back.icon_override, "[back.icon_state]", layer = BACK_LAYER) + standing = mutable_appearance(back.icon_override, "[back.icon_state]", layer = -BACK_LAYER) else if(istype(back, /obj/item/rig)) //If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc. var/obj/item/rig/rig = back standing = rig.mob_icon else if(back.sprite_sheets && back.sprite_sheets[dna.species.name]) - standing = mutable_appearance(back.sprite_sheets[dna.species.name], "[back.icon_state]", layer = BACK_LAYER) + standing = mutable_appearance(back.sprite_sheets[dna.species.name], "[back.icon_state]", layer = -BACK_LAYER) else - standing = mutable_appearance('icons/mob/back.dmi', "[back.icon_state]", layer = BACK_LAYER) + standing = mutable_appearance('icons/mob/back.dmi', "[back.icon_state]", layer = -BACK_LAYER) //create the image overlays_standing[BACK_LAYER] = standing @@ -963,16 +963,16 @@ var/global/list/damage_icon_parts = list() remove_overlay(HANDCUFF_LAYER) if(handcuffed) if(istype(handcuffed, /obj/item/restraints/handcuffs/pinkcuffs)) - overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "pinkcuff1", layer = HANDCUFF_LAYER) + overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "pinkcuff1", layer = -HANDCUFF_LAYER) else - overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "handcuff1", layer = HANDCUFF_LAYER) + overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "handcuff1", layer = -HANDCUFF_LAYER) apply_overlay(HANDCUFF_LAYER) /mob/living/carbon/human/update_inv_legcuffed(var/update_icons=1) remove_overlay(LEGCUFF_LAYER) clear_alert("legcuffed") if(legcuffed) - overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "legcuff1", layer = LEGCUFF_LAYER) + overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "legcuff1", layer = -LEGCUFF_LAYER) throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed) if(m_intent != MOVE_INTENT_WALK) m_intent = MOVE_INTENT_WALK @@ -989,7 +989,7 @@ var/global/list/damage_icon_parts = list() if(!t_state) t_state = r_hand.icon_state - var/mutable_appearance/I = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = R_HAND_LAYER) + var/mutable_appearance/I = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER) I = center_image(I, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension) overlays_standing[R_HAND_LAYER] = I apply_overlay(R_HAND_LAYER) @@ -1003,7 +1003,7 @@ var/global/list/damage_icon_parts = list() if(!t_state) t_state = l_hand.icon_state - var/mutable_appearance/I = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = L_HAND_LAYER) + var/mutable_appearance/I = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER) I = center_image(I, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension) overlays_standing[L_HAND_LAYER] = I apply_overlay(L_HAND_LAYER) @@ -1060,7 +1060,7 @@ var/global/list/damage_icon_parts = list() under.Insert(new/icon(accessory_s, dir=EAST), dir=EAST) under.Insert(new/icon(accessory_s, dir=WEST), dir=WEST) - var/mutable_appearance/underlimbs = mutable_appearance(under, layer = TAIL_UNDERLIMBS_LAYER) + var/mutable_appearance/underlimbs = mutable_appearance(under, layer = -TAIL_UNDERLIMBS_LAYER) underlimbs.pixel_x = body_accessory.pixel_x_offset underlimbs.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_UNDERLIMBS_LAYER] = underlimbs @@ -1070,12 +1070,12 @@ var/global/list/damage_icon_parts = list() var/icon/over = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "accessory_none_s") over.Insert(new/icon(accessory_s, dir=NORTH), dir=NORTH) - var/mutable_appearance/tail = mutable_appearance(over, layer = TAIL_LAYER) + var/mutable_appearance/tail = mutable_appearance(over, layer = -TAIL_LAYER) tail.pixel_x = body_accessory.pixel_x_offset tail.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_LAYER] = tail else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. - var/mutable_appearance/tail = mutable_appearance(accessory_s, layer = TAIL_LAYER) + var/mutable_appearance/tail = mutable_appearance(accessory_s, layer = -TAIL_LAYER) tail.pixel_x = body_accessory.pixel_x_offset tail.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_LAYER] = tail @@ -1094,15 +1094,15 @@ var/global/list/damage_icon_parts = list() under.Insert(new/icon(tail_s, dir=EAST), dir=EAST) under.Insert(new/icon(tail_s, dir=WEST), dir=WEST) - overlays_standing[TAIL_UNDERLIMBS_LAYER] = mutable_appearance(under, layer = TAIL_UNDERLIMBS_LAYER) + overlays_standing[TAIL_UNDERLIMBS_LAYER] = mutable_appearance(under, layer = -TAIL_UNDERLIMBS_LAYER) // Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such. var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "blank") over.Insert(new/icon(tail_s, dir=NORTH), dir=NORTH) - overlays_standing[TAIL_LAYER] = mutable_appearance(over, layer = TAIL_LAYER) + overlays_standing[TAIL_LAYER] = mutable_appearance(over, layer = -TAIL_LAYER) else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. - overlays_standing[TAIL_LAYER] = mutable_appearance(tail_s, layer = TAIL_LAYER) + overlays_standing[TAIL_LAYER] = mutable_appearance(tail_s, layer = -TAIL_LAYER) apply_overlay(TAIL_LAYER) apply_overlay(TAIL_UNDERLIMBS_LAYER) @@ -1136,7 +1136,7 @@ var/global/list/damage_icon_parts = list() under.Insert(new/icon(accessory_s, dir=EAST), dir=EAST) under.Insert(new/icon(accessory_s, dir=WEST), dir=WEST) - var/mutable_appearance/underlimbs = mutable_appearance(under, layer = TAIL_UNDERLIMBS_LAYER) + var/mutable_appearance/underlimbs = mutable_appearance(under, layer = -TAIL_UNDERLIMBS_LAYER) underlimbs.pixel_x = body_accessory.pixel_x_offset underlimbs.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_UNDERLIMBS_LAYER] = underlimbs @@ -1147,12 +1147,12 @@ var/global/list/damage_icon_parts = list() over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay") over.Insert(new/icon(accessory_s, dir=NORTH), dir=NORTH) - var/mutable_appearance/tail = mutable_appearance(over, layer = TAIL_LAYER) + var/mutable_appearance/tail = mutable_appearance(over, layer = -TAIL_LAYER) tail.pixel_x = body_accessory.pixel_x_offset tail.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_LAYER] = tail else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. - var/mutable_appearance/tail = mutable_appearance(accessory_s, layer = TAIL_LAYER) + var/mutable_appearance/tail = mutable_appearance(accessory_s, layer = -TAIL_LAYER) tail.pixel_x = body_accessory.pixel_x_offset tail.pixel_y = body_accessory.pixel_y_offset overlays_standing[TAIL_LAYER] = tail @@ -1170,15 +1170,15 @@ var/global/list/damage_icon_parts = list() under.Insert(new/icon(tailw_s, dir=EAST), dir=EAST) under.Insert(new/icon(tailw_s, dir=WEST), dir=WEST) - overlays_standing[TAIL_UNDERLIMBS_LAYER] = mutable_appearance(under, layer = TAIL_UNDERLIMBS_LAYER) + overlays_standing[TAIL_UNDERLIMBS_LAYER] = mutable_appearance(under, layer = -TAIL_UNDERLIMBS_LAYER) // Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such. var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay") over.Insert(new/icon(tailw_s, dir=NORTH), dir=NORTH) - overlays_standing[TAIL_LAYER] = mutable_appearance(over, layer = TAIL_LAYER) + overlays_standing[TAIL_LAYER] = mutable_appearance(over, layer = -TAIL_LAYER) else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. - overlays_standing[TAIL_LAYER] = mutable_appearance(tailw_s, layer = TAIL_LAYER) + overlays_standing[TAIL_LAYER] = mutable_appearance(tailw_s, layer = -TAIL_LAYER) apply_overlay(TAIL_LAYER) apply_overlay(TAIL_UNDERLIMBS_LAYER) @@ -1206,17 +1206,17 @@ var/global/list/damage_icon_parts = list() if(fexists(icon_path)) //Just ensuring the nonexistance of a file with the above path won't cause a runtime. var/icon/icon_file = new(icon_path) if(wear_suit.icon_state in icon_file.IconStates()) - standing = mutable_appearance(icon_file, "[wear_suit.icon_state]", layer = COLLAR_LAYER) + standing = mutable_appearance(icon_file, "[wear_suit.icon_state]", layer = -COLLAR_LAYER) else if(wear_suit.sprite_sheets && wear_suit.sprite_sheets[dna.species.name]) var/icon_path = "[wear_suit.sprite_sheets[dna.species.name]]" icon_path = "[copytext(icon_path, 1, findtext(icon_path, "/suit.dmi"))]/collar.dmi" //If this file doesn't exist, the end result is that COLLAR_LAYER will be unchanged (empty). if(fexists(icon_path)) //Just ensuring the nonexistance of a file with the above path won't cause a runtime. var/icon/icon_file = new(icon_path) if(wear_suit.icon_state in icon_file.IconStates()) - standing = mutable_appearance(icon_file, "[wear_suit.icon_state]", layer = COLLAR_LAYER) + standing = mutable_appearance(icon_file, "[wear_suit.icon_state]", layer = -COLLAR_LAYER) else if(wear_suit.icon_state in C.IconStates()) - standing = mutable_appearance(C, "[wear_suit.icon_state]", layer = COLLAR_LAYER) + standing = mutable_appearance(C, "[wear_suit.icon_state]", layer = -COLLAR_LAYER) overlays_standing[COLLAR_LAYER] = standing apply_overlay(COLLAR_LAYER) @@ -1232,7 +1232,7 @@ var/global/list/damage_icon_parts = list() /mob/living/carbon/human/admin_Freeze(client/admin, skip_overlays = TRUE) . = ..() - overlays_standing[FROZEN_LAYER] = mutable_appearance(frozen, layer = FROZEN_LAYER) + overlays_standing[FROZEN_LAYER] = mutable_appearance(frozen, layer = -FROZEN_LAYER) apply_overlay(FROZEN_LAYER) /mob/living/carbon/human/admin_unFreeze(client/admin, skip_overlays = TRUE)