mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
TAIL FIX! Squashing all those commits...
- Adds blank icons with standardized timings for species tail wagging, used in icon generation. - Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or WEST. - Ensures tails will overlap stuff as normal only when facing NORTH so as to avoid unwanted interference with the base sprite. - Tails now appear in ID cards, overlaying things correctly. - Tails now overlay and are overlaid by things correctly in preview icons. - Modifies the positioning of tail icon generation in the ID card preview icon generation file. - Modifies the positioning of tail icon generation in the player preferences preview icon generation file. - Breaks limb generation into its own layer, breaks tail generation into a second layer that can be overlaid by limbs. - TAIL_LAYER will now overlay the NORTH direction sprite of a tail now, while TAIL_UNDERLIMBS_LAYER gets all remaining directions. **AIMS TO DO THE FOLLOWING:** - *ELIMINATE THE ISSUE IN #3183 WITH DUPLICATE TAIL ICON GENERATION* - *ELIMINATE THE ISSUE IN #3183 WITH TAILS WAGGING TOO FAST/INCORRECTLY* - *ELIMINATE THE ISSUE IN #3183 WITH BODY ICONS NOT RENDERING* Missed a spot Occurred when reformatting the code and reducing the number of pointless variables Missed a spot 2 Crash Fix Fixes Spontaneous Tail Overlapping Limbs Tiny Unathi Sprite Corrections One pixel on the Unathi right arm east direction sprite was miscoloured (used left arm west direction as a reference), and the animated Unathi tails previously did not meet the body while naked-- appearing to float. Fixes both Finalizes Changelog Cleans up Vox puke Accommodates Admin Overrides to body_accessory Species Checks & Fix Does the above Elaborating on accommodation: Species getting body accessories that wouldn't normally be getting body accessories will inherit the Vulpkanin's default animation template as those are currently the only tails we have to worry about right now Elaborating on Fix: Adds a default animation template for Vulpkanin in body_accessory as the animation timings for Vulpkanin tails there are different from those in effects/species.dmi Unathi Static Tail Fix Adjusts north-direction Unathi static tail sprite, now attaches to the body in the correct location. This PR is now on Sale! Significantly cheaper. Now, it will only generate tail icons on a per-direction basis if the user's species is flagged to have a tail that is overlapped by limbs (TAIL_OVERLAPPED). Otherwise, it just uses the traditional cheapo method of icon generation. This way, we have fixed wagging Voxtails at a lower cost. Even Cheaper If the user's species isn't flagged to have a tail that needs to be overlapped by limbs, it won't divert limbs into their own layer as it's unnecessary. Tested by spawning a member of every species, walking around to see if there was any directional issues, wagging and *swagging all tails-- all is still working as it should be.
This commit is contained in:
@@ -200,7 +200,7 @@
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flags = NO_SCAN | IS_WHITELISTED
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clothing_flags = HAS_SOCKS
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dietflags = DIET_OMNI
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bodyflags = HAS_TAIL | TAIL_WAGGING
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bodyflags = HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED
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blood_color = "#2299FC"
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flesh_color = "#808D11"
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@@ -106,33 +106,35 @@ Please contact me on #coderbus IRC. ~Carn x
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//Human Overlays Indexes/////////
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#define MUTANTRACE_LAYER 1
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#define MARKINGS_LAYER 2
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#define MUTATIONS_LAYER 3
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#define DAMAGE_LAYER 4
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#define UNIFORM_LAYER 5
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#define ID_LAYER 6
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#define SHOES_LAYER 7
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#define GLOVES_LAYER 8
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#define EARS_LAYER 9
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#define SUIT_LAYER 10
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#define GLASSES_LAYER 11
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#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
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#define TAIL_LAYER 13 //bs12 specific. this hack is probably gonna come back to haunt me
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#define SUIT_STORE_LAYER 14
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#define BACK_LAYER 15
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#define HAIR_LAYER 16 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 17
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#define FHAIR_LAYER 18
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#define FACEMASK_LAYER 19
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#define HEAD_LAYER 20
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#define COLLAR_LAYER 21
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#define HANDCUFF_LAYER 22
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#define LEGCUFF_LAYER 23
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#define L_HAND_LAYER 24
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#define R_HAND_LAYER 25
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#define TARGETED_LAYER 26 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 27 //If you're on fire
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#define TOTAL_LAYERS 27
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#define TAIL_UNDERLIMBS_LAYER 2
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#define LIMBS_LAYER 3
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#define MARKINGS_LAYER 4
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#define MUTATIONS_LAYER 5
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#define DAMAGE_LAYER 6
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#define UNIFORM_LAYER 7
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#define ID_LAYER 8
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#define SHOES_LAYER 9
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#define GLOVES_LAYER 10
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#define EARS_LAYER 11
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#define SUIT_LAYER 12
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#define GLASSES_LAYER 13
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#define BELT_LAYER 14 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 15
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#define BACK_LAYER 16
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#define TAIL_LAYER 17 //bs12 specific. this hack is probably gonna come back to haunt me
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#define HAIR_LAYER 18 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 19
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#define FHAIR_LAYER 20
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#define FACEMASK_LAYER 21
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#define HEAD_LAYER 22
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#define COLLAR_LAYER 23
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#define HANDCUFF_LAYER 24
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#define LEGCUFF_LAYER 25
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#define L_HAND_LAYER 26
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#define R_HAND_LAYER 27
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#define TARGETED_LAYER 28 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 29 //If you're on fire
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#define TOTAL_LAYERS 29
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@@ -323,6 +325,8 @@ var/global/list/damage_icon_parts = list()
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//END CACHED ICON GENERATION.
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stand_icon.Blend(base_icon,ICON_OVERLAY)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the user's species is flagged to have a tail that needs to be overlapped by limbs...
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overlays_standing[LIMBS_LAYER] = image(stand_icon) // Diverts limbs to their own layer so they can overlay things (i.e. tails).
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//Underwear
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if(underwear && species.clothing_flags & HAS_UNDERWEAR)
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@@ -1009,46 +1013,145 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/proc/update_tail_layer(var/update_icons=1)
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overlays_standing[TAIL_LAYER] = null
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER.
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overlays_standing[TAIL_LAYER] = null // This will be one of two things:
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// 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.
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// Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions.
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if(body_accessory)
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if(body_accessory.try_restrictions(src))
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var/icon/accessory_s = new/icon("icon" = body_accessory.icon, "icon_state" = body_accessory.icon_state)
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/temp1 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
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if(src.species.name in body_accessory.allowed_species)
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay")
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temp1 = temp
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else
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay")
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temp1 = temp
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temp1.Insert(new/icon(accessory_s,dir=SOUTH),dir=SOUTH)
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temp1.Insert(new/icon(accessory_s,dir=EAST),dir=EAST)
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temp1.Insert(new/icon(accessory_s,dir=WEST),dir=WEST)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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// Creates a blank icon, and copies accessory_s' north direction sprite into it
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// before passing that to the tail layer that overlays uniforms and such.
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var/icon/temp2 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
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if(src.species.name in body_accessory.allowed_species)
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay")
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temp2 = temp
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else
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay")
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temp2 = temp
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temp2.Insert(new/icon(accessory_s,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else if(species.tail && species.bodyflags & HAS_TAIL) //no tailless tajaran
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if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
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var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
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tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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overlays_standing[TAIL_LAYER] = image(tail_s)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/temp1 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay")
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temp1.Insert(new/icon(tail_s,dir=SOUTH),dir=SOUTH)
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temp1.Insert(new/icon(tail_s,dir=EAST),dir=EAST)
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temp1.Insert(new/icon(tail_s,dir=WEST),dir=WEST)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1)
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// Creates a blank icon, and copies accessory_s' north direction sprite into it
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// before passing that to the tail layer that overlays uniforms and such.
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var/icon/temp2 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay")
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temp2.Insert(new/icon(tail_s,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2)
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else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
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overlays_standing[TAIL_LAYER] = image(tail_s)
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if(update_icons)
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update_icons()
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/mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1)
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overlays_standing[TAIL_LAYER] = null
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER.
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overlays_standing[TAIL_LAYER] = null // This will be one of two things:
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// 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.
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// Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions.
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if(body_accessory)
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var/icon/accessory_s = new/icon("icon" = body_accessory.get_animated_icon(), "icon_state" = body_accessory.get_animated_icon_state())
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/temp1 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
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if(body_accessory.allowed_species)
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if(src.species.name in body_accessory.allowed_species)
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay")
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temp1 = temp
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else
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay")
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temp1 = temp
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temp1.Insert(accessory_s,dir=SOUTH)
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temp1.Insert(accessory_s,dir=EAST)
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temp1.Insert(accessory_s,dir=WEST)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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// Creates a blank icon, and copies accessory_s' north direction sprite into it
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// before passing that to the tail layer that overlays uniforms and such.
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var/icon/temp2 = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
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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
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "[species.tail]_delay")
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temp2 = temp
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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.
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var/icon/temp = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "vulptail_delay")
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temp2 = temp
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temp2.Insert(accessory_s,dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else if(species.tail && species.bodyflags & HAS_TAIL)
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var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]w_s")
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tailw_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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overlays_standing[TAIL_LAYER] = image(tailw_s)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/temp1 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay")
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temp1.Insert(tailw_s,dir=SOUTH)
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temp1.Insert(tailw_s,dir=EAST)
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temp1.Insert(tailw_s,dir=WEST)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(temp1)
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// Creates a blank icon, and copies accessory_s' north direction sprite into it
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// before passing that to the tail layer that overlays uniforms and such.
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var/icon/temp2 = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_delay")
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temp2.Insert(tailw_s,dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2)
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else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
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overlays_standing[TAIL_LAYER] = image(tailw_s)
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if(update_icons)
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update_icons()
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/mob/living/carbon/human/proc/stop_tail_wagging(var/update_icons=1)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = null
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overlays_standing[TAIL_LAYER] = null
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update_tail_layer(update_icons) //just trigger a full update for normal stationary sprites
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@@ -1114,11 +1217,12 @@ var/global/list/damage_icon_parts = list()
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//Human Overlays Indexes/////////
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#undef MUTANTRACE_LAYER
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#undef TAIL_UNDERLIMBS_LAYER
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#undef LIMBS_LAYER
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#undef MARKINGS_LAYER
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#undef MUTATIONS_LAYER
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#undef DAMAGE_LAYER
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#undef UNIFORM_LAYER
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#undef TAIL_LAYER
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#undef ID_LAYER
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#undef SHOES_LAYER
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#undef GLOVES_LAYER
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@@ -1129,6 +1233,7 @@ var/global/list/damage_icon_parts = list()
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#undef BELT_LAYER
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#undef SUIT_STORE_LAYER
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#undef BACK_LAYER
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#undef TAIL_LAYER
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#undef HAIR_LAYER
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#undef HEAD_LAYER
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#undef HEAD_ACCESSORY_LAYER
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@@ -211,16 +211,6 @@ datum/preferences
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preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
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preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
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for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
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if(organ_data[name] == "amputated") continue
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if(organ_data[name] == "cyborg")
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var/datum/robolimb/R
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if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
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if(!R) R = basic_robolimb
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preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
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continue
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preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
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//Tail
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if(current_species && (current_species.bodyflags & HAS_TAIL))
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var/tail_icon
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@@ -237,6 +227,16 @@ datum/preferences
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var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state)
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preview_icon.Blend(temp, ICON_OVERLAY)
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for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
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if(organ_data[name] == "amputated") continue
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if(organ_data[name] == "cyborg")
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var/datum/robolimb/R
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if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
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if(!R) R = basic_robolimb
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preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
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continue
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preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
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// Skin color
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if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
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preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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Reference in New Issue
Block a user