diff --git a/code/__DEFINES/flags.dm b/code/__DEFINES/flags.dm index 521349b02af..d3f4abef037 100644 --- a/code/__DEFINES/flags.dm +++ b/code/__DEFINES/flags.dm @@ -60,11 +60,12 @@ #define FEET_NOSLIP 4 #define HAS_HEAD_ACCESSORY 8 #define HAS_TAIL 16 -#define HAS_SKIN_TONE 32 -#define HAS_SKIN_COLOR 64 -#define HAS_MARKINGS 128 -#define TAIL_WAGGING 256 -#define NO_EYES 512 +#define TAIL_OVERLAPPED 32 +#define HAS_SKIN_TONE 64 +#define HAS_SKIN_COLOR 128 +#define HAS_MARKINGS 256 +#define TAIL_WAGGING 512 +#define NO_EYES 1024 //Species Diet Flags #define DIET_CARN 1 diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm index 41019d29356..2c4273b2c23 100644 --- a/code/datums/datacore.dm +++ b/code/datums/datacore.dm @@ -140,14 +140,14 @@ proc/get_id_photo(var/mob/living/carbon/human/H) temp = new /icon(icobase, "head_[g]") preview_icon.Blend(temp, ICON_OVERLAY) - for(var/obj/item/organ/external/E in H.organs) - preview_icon.Blend(E.get_icon(), ICON_OVERLAY) - //Tail if(H.species.tail && H.species.flags & HAS_TAIL) temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.species.tail]_s") preview_icon.Blend(temp, ICON_OVERLAY) + for(var/obj/item/organ/external/E in H.organs) + preview_icon.Blend(E.get_icon(), ICON_OVERLAY) + // Skin tone if(H.species.bodyflags & HAS_SKIN_TONE) if (H.s_tone >= 0) diff --git a/code/modules/mob/living/carbon/human/species/station.dm b/code/modules/mob/living/carbon/human/species/station.dm index ebab34d6fc7..6b419a6193a 100644 --- a/code/modules/mob/living/carbon/human/species/station.dm +++ b/code/modules/mob/living/carbon/human/species/station.dm @@ -200,7 +200,7 @@ flags = NO_SCAN | IS_WHITELISTED clothing_flags = HAS_SOCKS dietflags = DIET_OMNI - bodyflags = HAS_TAIL | TAIL_WAGGING + bodyflags = HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED blood_color = "#2299FC" flesh_color = "#808D11" diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index e1c05cc7210..528f89cc38e 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -106,33 +106,35 @@ Please contact me on #coderbus IRC. ~Carn x //Human Overlays Indexes///////// #define MUTANTRACE_LAYER 1 -#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 +#define TAIL_UNDERLIMBS_LAYER 2 +#define LIMBS_LAYER 3 +#define MARKINGS_LAYER 4 +#define MUTATIONS_LAYER 5 +#define DAMAGE_LAYER 6 +#define UNIFORM_LAYER 7 +#define ID_LAYER 8 +#define SHOES_LAYER 9 +#define GLOVES_LAYER 10 +#define EARS_LAYER 11 +#define SUIT_LAYER 12 +#define GLASSES_LAYER 13 +#define BELT_LAYER 14 //Possible make this an overlay of somethign required to wear a belt? +#define SUIT_STORE_LAYER 15 +#define BACK_LAYER 16 +#define TAIL_LAYER 17 //bs12 specific. this hack is probably gonna come back to haunt me +#define HAIR_LAYER 18 //TODO: make part of head layer? +#define HEAD_ACCESSORY_LAYER 19 +#define FHAIR_LAYER 20 +#define FACEMASK_LAYER 21 +#define HEAD_LAYER 22 +#define COLLAR_LAYER 23 +#define HANDCUFF_LAYER 24 +#define LEGCUFF_LAYER 25 +#define L_HAND_LAYER 26 +#define R_HAND_LAYER 27 +#define TARGETED_LAYER 28 //BS12: Layer for the target overlay from weapon targeting system +#define FIRE_LAYER 29 //If you're on fire +#define TOTAL_LAYERS 29 @@ -323,6 +325,8 @@ var/global/list/damage_icon_parts = list() //END CACHED ICON GENERATION. stand_icon.Blend(base_icon,ICON_OVERLAY) + if(src.species.bodyflags & TAIL_OVERLAPPED) // If the user's species is flagged to have a tail that needs to be overlapped by limbs... + overlays_standing[LIMBS_LAYER] = image(stand_icon) // Diverts limbs to their own layer so they can overlay things (i.e. tails). //Underwear if(underwear && species.clothing_flags & HAS_UNDERWEAR) @@ -1009,46 +1013,145 @@ var/global/list/damage_icon_parts = list() /mob/living/carbon/human/proc/update_tail_layer(var/update_icons=1) - overlays_standing[TAIL_LAYER] = null + overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER. + overlays_standing[TAIL_LAYER] = null // This will be one of two things: + // If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such. + // Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. if(body_accessory) if(body_accessory.try_restrictions(src)) var/icon/accessory_s = new/icon("icon" = body_accessory.icon, "icon_state" = body_accessory.icon_state) accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode) - overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... + // Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway. + var/icon/temp1 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s") + if(src.species.name in body_accessory.allowed_species) + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay") + temp1 = temp + else + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay") + temp1 = temp + temp1.Insert(new/icon(accessory_s,dir=SOUTH),dir=SOUTH) + temp1.Insert(new/icon(accessory_s,dir=EAST),dir=EAST) + temp1.Insert(new/icon(accessory_s,dir=WEST),dir=WEST) + + overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + + // 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/temp2 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s") + if(src.species.name in body_accessory.allowed_species) + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay") + temp2 = temp + else + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay") + temp2 = temp + + temp2.Insert(new/icon(accessory_s,dir=NORTH),dir=NORTH) + + overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. + overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) else if(species.tail && species.bodyflags & HAS_TAIL) //no tailless tajaran if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space)) var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s") tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD) - overlays_standing[TAIL_LAYER] = image(tail_s) + if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... + // Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway. + var/icon/temp1 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay") + temp1.Insert(new/icon(tail_s,dir=SOUTH),dir=SOUTH) + temp1.Insert(new/icon(tail_s,dir=EAST),dir=EAST) + temp1.Insert(new/icon(tail_s,dir=WEST),dir=WEST) + + overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1) + + // 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/temp2 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay") + temp2.Insert(new/icon(tail_s,dir=NORTH),dir=NORTH) + + overlays_standing[TAIL_LAYER] = image(temp2) + else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. + overlays_standing[TAIL_LAYER] = image(tail_s) if(update_icons) update_icons() /mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1) - overlays_standing[TAIL_LAYER] = null + overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER. + overlays_standing[TAIL_LAYER] = null // This will be one of two things: + // If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such. + // Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. if(body_accessory) var/icon/accessory_s = new/icon("icon" = body_accessory.get_animated_icon(), "icon_state" = body_accessory.get_animated_icon_state()) accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode) - overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... + // Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway. + var/icon/temp1 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s") + if(body_accessory.allowed_species) + if(src.species.name in body_accessory.allowed_species) + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay") + temp1 = temp + else + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay") + temp1 = temp + + temp1.Insert(accessory_s,dir=SOUTH) + temp1.Insert(accessory_s,dir=EAST) + temp1.Insert(accessory_s,dir=WEST) + + overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + + // 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/temp2 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s") + if(src.species.name in body_accessory.allowed_species) // If the user's species is in the list of allowed species for the currently selected body accessory, use the appropriate animation timing blank + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay") + temp2 = temp + else // Else if the user's species is not in the list of allowed species for the currently selected body accessory, this point must have been reached by admin-override. Use vulpkanin timings as default. + var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay") + temp2 = temp + + temp2.Insert(accessory_s,dir=NORTH) + + overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) + else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. + overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset) else if(species.tail && species.bodyflags & HAS_TAIL) var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]w_s") tailw_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD) - overlays_standing[TAIL_LAYER] = image(tailw_s) + if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... + // Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway. + var/icon/temp1 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay") + temp1.Insert(tailw_s,dir=SOUTH) + temp1.Insert(tailw_s,dir=EAST) + temp1.Insert(tailw_s,dir=WEST) + + overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1) + + // 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/temp2 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay") + temp2.Insert(tailw_s,dir=NORTH) + + overlays_standing[TAIL_LAYER] = image(temp2) + else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation. + overlays_standing[TAIL_LAYER] = image(tailw_s) if(update_icons) update_icons() /mob/living/carbon/human/proc/stop_tail_wagging(var/update_icons=1) + overlays_standing[TAIL_UNDERLIMBS_LAYER] = null overlays_standing[TAIL_LAYER] = null update_tail_layer(update_icons) //just trigger a full update for normal stationary sprites @@ -1114,11 +1217,12 @@ var/global/list/damage_icon_parts = list() //Human Overlays Indexes///////// #undef MUTANTRACE_LAYER +#undef TAIL_UNDERLIMBS_LAYER +#undef LIMBS_LAYER #undef MARKINGS_LAYER #undef MUTATIONS_LAYER #undef DAMAGE_LAYER #undef UNIFORM_LAYER -#undef TAIL_LAYER #undef ID_LAYER #undef SHOES_LAYER #undef GLOVES_LAYER @@ -1129,6 +1233,7 @@ var/global/list/damage_icon_parts = list() #undef BELT_LAYER #undef SUIT_STORE_LAYER #undef BACK_LAYER +#undef TAIL_LAYER #undef HAIR_LAYER #undef HEAD_LAYER #undef HEAD_ACCESSORY_LAYER diff --git a/code/modules/mob/new_player/preferences_setup.dm b/code/modules/mob/new_player/preferences_setup.dm index 6c2dd25dcd8..7eb20df76ea 100644 --- a/code/modules/mob/new_player/preferences_setup.dm +++ b/code/modules/mob/new_player/preferences_setup.dm @@ -211,16 +211,6 @@ datum/preferences preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY) preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY) - for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand")) - if(organ_data[name] == "amputated") continue - if(organ_data[name] == "cyborg") - var/datum/robolimb/R - if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]] - if(!R) R = basic_robolimb - preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic. - continue - preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY) - //Tail if(current_species && (current_species.bodyflags & HAS_TAIL)) var/tail_icon @@ -237,6 +227,16 @@ datum/preferences var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state) preview_icon.Blend(temp, ICON_OVERLAY) + for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand")) + if(organ_data[name] == "amputated") continue + if(organ_data[name] == "cyborg") + var/datum/robolimb/R + if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]] + if(!R) R = basic_robolimb + preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic. + continue + preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY) + // Skin color if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR)) preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD) diff --git a/html/changelogs/KasparoVy-PR-3195.yml b/html/changelogs/KasparoVy-PR-3195.yml new file mode 100644 index 00000000000..776e579afb5 --- /dev/null +++ b/html/changelogs/KasparoVy-PR-3195.yml @@ -0,0 +1,47 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# spellcheck (typo fixes) +# experiment +################################# + +# Your name. Remove the quotation mark and put in your name when copy+pasting the example changelog. +author: KasparoVy + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit. +# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog. +changes: + - imageadd: "Adds blank icons with standardized timings for species tail wagging, used in icon generation." + - bugfix: "Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or WEST." + - bugfix: "Ensures tails will overlap stuff as normal only when facing NORTH so as to avoid unwanted interference with the base sprite." + - bugfix: "Tails now appear in ID cards, overlays things correctly." + - bugfix: "Tails now overlay and are overlaid by things correctly in preview icons." + - tweak: "Modifies the positioning of tail icon generation in the ID card preview icon generation file." + - tweak: "Modifies the positioning of tail icon generation in the player preferences preview icon generation file." + - tweak: "Breaks limb generation into its own layer, breaks tail generation into a second layer that can be overlaid by limbs." + - tweak: "If the user's species is flagged to have a tail that is overlapped, TAIL_LAYER will now overlay the NORTH direction sprite of a tail now, while TAIL_UNDERLIMBS_LAYER gets all remaining directions. Otherwise icons are generated in the traditional manner." + - tweak: "Adjusts the Unathi right arm east direction and animated tail sprites, recolouring a random pixel and fixing a floating tail respectively." + - tweak: "Adjusts position of tail layer such that tails' north direction sprites will overlay backpacks (more importantly, satchel straps)." + - tweak: "Accommodates admin-overrides to the body_accessory species check by setting the default animation template to Vulpkanin." + - tweak: "Adjusts north-direction Unathi static tail sprite, now attaches to the body in the correct location." \ No newline at end of file diff --git a/icons/effects/species.dmi b/icons/effects/species.dmi index e339fbbdce1..7096b2d360a 100644 Binary files a/icons/effects/species.dmi and b/icons/effects/species.dmi differ diff --git a/icons/mob/body_accessory.dmi b/icons/mob/body_accessory.dmi index f79b4c262f1..92068cd07ac 100644 Binary files a/icons/mob/body_accessory.dmi and b/icons/mob/body_accessory.dmi differ diff --git a/icons/mob/human_races/r_lizard.dmi b/icons/mob/human_races/r_lizard.dmi index b351428779d..457e50b204e 100644 Binary files a/icons/mob/human_races/r_lizard.dmi and b/icons/mob/human_races/r_lizard.dmi differ