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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #1235 from Erthilo/TGUpdates
TG Updates r3695 to r3712
This commit is contained in:
@@ -327,7 +327,7 @@
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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if (zone_sel)
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zone_sel.overlays = null
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zone_sel.overlays += body_standing
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zone_sel.overlays += damageicon_standing
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zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
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if (lying)
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@@ -344,7 +344,7 @@
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else
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icon = stand_icon
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overlays += body_lying
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overlays += damageicon_lying
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if (face_lying)
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overlays += face_lying
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@@ -352,7 +352,7 @@
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if(update_icon)
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icon = stand_icon
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overlays += body_standing
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overlays += damageicon_standing
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if (face_standing)
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overlays += face_standing
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@@ -392,12 +392,12 @@
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var/t1 = wear_suit.item_state
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if (!t1)
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t1 = wear_suit.icon_state
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
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if (wear_suit.blood_DNA)
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if (istype(wear_suit, /obj/item/clothing/suit/armor))
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overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
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else
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overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = B_SUIT_LAYER)
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wear_suit.screen_loc = ui_alien_oclothing
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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if (handcuffed)
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@@ -417,9 +417,9 @@
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var/t1 = head.item_state
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if (!t1)
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t1 = head.icon_state
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = HEAD_LAYER)
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if (head.blood_DNA)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
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overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = B_HEAD_LAYER)
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head.screen_loc = ui_alien_head
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if (l_store)
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@@ -433,12 +433,12 @@
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client.screen += contents
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if (r_hand)
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overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
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overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
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r_hand.screen_loc = ui_rhand
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if (l_hand)
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overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
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overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
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l_hand.screen_loc = ui_lhand
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@@ -52,8 +52,8 @@
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var/hair_icon_state = "hair_a"
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var/face_icon_state = "bald"
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var/list/body_standing = list()
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var/list/body_lying = list()
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var/image/damageicon_standing
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var/image/damageicon_lying
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var/mutantrace = null
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@@ -291,7 +291,7 @@
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if(shoes)
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tally += shoes.slowdown
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if(bodytemperature < 283.222)
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if (bodytemperature < 283.222)
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tally += (283.222 - bodytemperature) / 10 * 1.75
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if (stuttering < 10)
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stuttering = 10
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@@ -579,6 +579,7 @@
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_OCLOTHING ))
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return
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return
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@@ -935,8 +936,8 @@
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// Other procs(probably update_face() and update_body() ) also rebuild their own
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// kinds of overlay lists. Think about merging those procs into this proc.
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body_overlays_lying += body_lying
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body_overlays_standing += body_standing
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body_overlays_lying += damageicon_lying
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body_overlays_standing += damageicon_standing
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// face_lying and face_standing are the face icons, not a flag
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body_overlays_lying += face_lying
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@@ -960,21 +961,20 @@
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// Uniform
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if(w_uniform)
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// What is screen_loc stuff doing here?!
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w_uniform.screen_loc = ui_iclothing
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if(w_uniform)//I should really not need these
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w_uniform.screen_loc = ui_iclothing
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if(istype(w_uniform, /obj/item/clothing/under))
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var/t1 = w_uniform.color
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if (!t1)
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t1 = icon_state
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clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = UNIFORM_LAYER)
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if (w_uniform.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_UNIFORM_LAYER)
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if (wear_id)
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if(wear_id.over_jumpsuit)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = ID_LAYER)
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if (client)
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client.screen -= hud_used.intents
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@@ -997,34 +997,34 @@
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gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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if(ro.destroyed)
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gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image(gloves_icon, "layer" = MOB_LAYER)
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clothing_overlays += image(gloves_icon, "layer" = GLOVES_LAYER)
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if (gloves.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
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else if (blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
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// Glasses
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if (glasses)
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var/t1 = glasses.icon_state
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clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = GLASSES_LAYER)
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// Ears
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if (l_ear)
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var/t1 = l_ear.icon_state
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = EARS_LAYER)
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if (r_ear)
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var/t1 = r_ear.icon_state
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = EARS_LAYER)
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// Shoes
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lo = organs["l_foot"]
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@@ -1036,63 +1036,34 @@
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shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
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else if(ro.destroyed && !lying)
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shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
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clothing_overlays += image(shoes_icon, "layer" = MOB_LAYER)
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clothing_overlays += image(shoes_icon, "layer" = SHOES_LAYER)
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if (shoes.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
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clothing_overlays += image("icon" = stain_icon, "layer" = B_SHOES_LAYER) // Radio
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if (s_store)
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var/t1 = s_store.item_state
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if (!t1)
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t1 = s_store.icon_state
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if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
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clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_STORE_LAYER)
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s_store.screen_loc = ui_sstore1
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if (wear_suit)
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if (istype(wear_suit, /obj/item/clothing/suit))
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var/t1 = wear_suit.icon_state
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clothing_overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if (wear_suit)
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if (wear_suit.blood_DNA)
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var/icon/stain_icon = null
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if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
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stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
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else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
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stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
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else
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stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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wear_suit.screen_loc = ui_oclothing
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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if (handcuffed)
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handcuffed.loc = loc
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handcuffed.layer = initial(handcuffed.layer)
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handcuffed = null
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if ((l_hand || r_hand))
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// I don't know what this does, but it looks horrible
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var/h = hand
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hand = 1
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drop_item()
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hand = 0
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drop_item()
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hand = h
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if (wear_mask)
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if (istype(wear_mask, /obj/item/clothing/mask))
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var/t1 = wear_mask.icon_state
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clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = FACEMASK_LAYER)
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if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
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if (wear_mask.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_FACEMASK_LAYER)
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wear_mask.screen_loc = ui_mask
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// Head
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@@ -1101,12 +1072,12 @@
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var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
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if(istype(head,/obj/item/clothing/head/kitty))
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head_icon = (( lying ) ? head:mob2 : head:mob)
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clothing_overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = head_icon, "layer" = HEAD_LAYER)
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if(gimmick_hat)
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clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = HEAD_LAYER)
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if (head.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
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clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = stain_icon, "layer" = B_HEAD_LAYER)
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head.screen_loc = ui_head
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// Belt
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@@ -1114,9 +1085,12 @@
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var/t1 = belt.item_state
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if (!t1)
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t1 = belt.icon_state
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clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BELT_LAYER)
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belt.screen_loc = ui_belt
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name = get_visible_name()
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if (wear_id)
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wear_id.screen_loc = ui_id
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@@ -1128,7 +1102,7 @@
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if (back)
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var/t1 = back.icon_state
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
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back.screen_loc = ui_back
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if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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@@ -1138,33 +1112,25 @@
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pulling = null
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var/h1 = handcuffed.icon_state
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if (!lying)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = CUFFED_LAYER)
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else
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
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clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = CUFFED_LAYER)
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if (r_hand)
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clothing_overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
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clothing_overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = INHANDS_LAYER)
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r_hand.screen_loc = ui_rhand
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if (l_hand)
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clothing_overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
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clothing_overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = INHANDS_LAYER)
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l_hand.screen_loc = ui_lhand
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var/shielded = 0
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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break
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if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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if(shielded == 1)
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clothing_overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
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if(client && client.admin_invis)
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invisibility = 100
|
||||
@@ -1180,6 +1146,64 @@
|
||||
else if(!targeted_by && target_locked)
|
||||
del(target_locked)
|
||||
|
||||
if (wear_suit)
|
||||
|
||||
|
||||
|
||||
if (wear_suit)
|
||||
if (istype(wear_suit, /obj/item/clothing/suit))
|
||||
var/t1 = wear_suit.icon_state
|
||||
clothing_overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = SUIT_LAYER)
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
if (handcuffed)
|
||||
handcuffed.loc = loc
|
||||
handcuffed.layer = initial(handcuffed.layer)
|
||||
handcuffed = null
|
||||
if ((l_hand || r_hand))
|
||||
// I don't know what this does, but it looks horrible
|
||||
var/h = hand
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = h
|
||||
else if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
if (wear_suit.blood_DNA)
|
||||
var/icon/stain_icon = null
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
|
||||
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
|
||||
else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
|
||||
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
|
||||
else
|
||||
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = B_SUIT_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
switch(shielded)
|
||||
if(1)
|
||||
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = SHIELD_LAYER)
|
||||
if(2)
|
||||
invisibility = 2
|
||||
//New stealth. Hopefully doesn't lag too much. /N
|
||||
if(istype(loc, /turf))//If they are standing on a turf.
|
||||
AddCamoOverlay(loc)//Overlay camo.
|
||||
if(3)
|
||||
if(istype(loc, /turf))
|
||||
//Ninjas may flick into view once in a while if they are stealthed.
|
||||
if(prob(90))
|
||||
NinjaStealthActive(loc)
|
||||
else
|
||||
NinjaStealthMalf()
|
||||
else
|
||||
invisibility = 0
|
||||
/*
|
||||
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
|
||||
if ((M.client && M.machine == src))
|
||||
spawn (0)
|
||||
show_inv(M)
|
||||
return
|
||||
*/
|
||||
last_b_state = stat
|
||||
|
||||
/mob/living/carbon/human/proc/misc_clothing_updates()
|
||||
@@ -1193,7 +1217,7 @@
|
||||
|
||||
var/list/L = dd_text2list(intent, ",")
|
||||
L[1] += ":-11"
|
||||
i_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
|
||||
i_select.screen_loc = dd_list2text(L,",") //ICONS4
|
||||
else
|
||||
i_select.screen_loc = null
|
||||
if (m_select)
|
||||
@@ -1202,7 +1226,7 @@
|
||||
|
||||
var/list/L = dd_text2list(m_int, ",")
|
||||
L[1] += ":-11"
|
||||
m_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
|
||||
m_select.screen_loc = dd_list2text(L,",") //ICONS4
|
||||
else
|
||||
m_select.screen_loc = null
|
||||
|
||||
@@ -1379,25 +1403,19 @@
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/update_body()
|
||||
if(stand_icon)
|
||||
del(stand_icon)
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
|
||||
if (mutantrace)
|
||||
return
|
||||
if(stand_icon) del(stand_icon)
|
||||
if(lying_icon) del(lying_icon)
|
||||
if(mutantrace) return
|
||||
|
||||
var/g = "m"
|
||||
if (gender == MALE)
|
||||
g = "m"
|
||||
else if (gender == FEMALE)
|
||||
g = "f"
|
||||
if(gender == FEMALE) g = "f"
|
||||
var/husk = (HUSK in src.mutations)
|
||||
// var/obese = (FAT in src.mutations)
|
||||
|
||||
//Base mob icon
|
||||
stand_icon = new /icon('human.dmi', "torso_[g]_s")
|
||||
lying_icon = new /icon('human.dmi', "torso_[g]_l")
|
||||
|
||||
var/husk = (HUSK in mutations)
|
||||
|
||||
stand_icon.Blend(new /icon('human.dmi', "chest_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('human.dmi', "chest_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
@@ -1438,8 +1456,8 @@
|
||||
stand_icon.Blend(husk_s, ICON_OVERLAY)
|
||||
lying_icon.Blend(husk_l, ICON_OVERLAY)
|
||||
|
||||
// Skin tone
|
||||
if (s_tone >= 0)
|
||||
//Skin tone
|
||||
if(s_tone >= 0)
|
||||
stand_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
|
||||
lying_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
|
||||
else
|
||||
@@ -1449,11 +1467,14 @@
|
||||
stand_icon.Blend(rgb(100,100,100))
|
||||
lying_icon.Blend(rgb(100,100,100))
|
||||
|
||||
if (underwear < 6 && underwear > 0)
|
||||
//Underwear
|
||||
if(underwear < 6 && underwear > 0)
|
||||
// if(!obese)
|
||||
stand_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/update_face()
|
||||
if(organs)
|
||||
var/datum/organ/external/head = organs["head"]
|
||||
@@ -1463,17 +1484,12 @@
|
||||
del(face_lying)
|
||||
return
|
||||
if(!facial_hair_style || !hair_style) return//Seems people like to lose their icons, this should stop the runtimes for now
|
||||
del(face_standing)
|
||||
del(face_lying)
|
||||
|
||||
if (mutantrace)
|
||||
return
|
||||
if(face_standing) del(face_standing)
|
||||
if(face_lying) del(face_lying)
|
||||
if(mutantrace) return
|
||||
|
||||
var/g = "m"
|
||||
if (gender == MALE)
|
||||
g = "m"
|
||||
else if (gender == FEMALE)
|
||||
g = "f"
|
||||
if (gender == FEMALE) g = "f"
|
||||
|
||||
var/icon/eyes_s = new/icon("icon" = 'human_face.dmi', "icon_state" = "eyes_s")
|
||||
var/icon/eyes_l = new/icon("icon" = 'human_face.dmi', "icon_state" = "eyes_l")
|
||||
@@ -1510,9 +1526,9 @@
|
||||
face_standing = new /image()
|
||||
face_lying = new /image()
|
||||
face_standing.icon = eyes_s
|
||||
face_standing.layer = MOB_LAYER
|
||||
face_standing.layer = FACE_LAYER
|
||||
face_lying.icon = eyes_l
|
||||
face_lying.layer = MOB_LAYER
|
||||
face_lying.layer = FACE_LAYER
|
||||
|
||||
del(mouth_l)
|
||||
del(mouth_s)
|
||||
@@ -1850,7 +1866,7 @@ It can still be worn/put on as normal.
|
||||
W.add_fingerprint(source)
|
||||
else
|
||||
if(!item) return
|
||||
if ((istype(item, /obj) && item.flags & 128 && target.w_uniform))
|
||||
if ((istype(item, /obj) && (item.slot_flags & SLOT_BELT) && target.w_uniform))
|
||||
source.drop_item()
|
||||
loc = target
|
||||
item.layer = 20
|
||||
@@ -2144,7 +2160,7 @@ It can still be worn/put on as normal.
|
||||
W.add_fingerprint(source)
|
||||
else
|
||||
if(!item) return
|
||||
if ((istype(item, /obj/item) && item.flags & 1))
|
||||
if ((istype(item, /obj/item) && (item.slot_flags & SLOT_BACK)))
|
||||
source.drop_item()
|
||||
loc = target
|
||||
item.layer = 20
|
||||
|
||||
@@ -21,11 +21,8 @@
|
||||
// now constructs damage icon for each organ from mask * damage field
|
||||
|
||||
/mob/living/carbon/human/UpdateDamageIcon()
|
||||
del(body_standing)
|
||||
body_standing = list()
|
||||
del(body_lying)
|
||||
body_lying = list()
|
||||
|
||||
var/icon/standing = new /icon('dam_human.dmi', "00")
|
||||
var/icon/lying = new /icon('dam_human.dmi', "00-2")
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!O.destroyed)
|
||||
@@ -33,11 +30,13 @@
|
||||
var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
|
||||
DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
|
||||
// world << "[O.icon_name] [O.damage_state] \icon[DI]"
|
||||
body_standing += DI
|
||||
standing.Blend(DI,ICON_OVERLAY)
|
||||
DI = new /icon('dam_human.dmi', "[O.damage_state]-2") // repeat for lying icons
|
||||
DI.Blend(new /icon('dam_mask.dmi', "[O.icon_name]2"), ICON_MULTIPLY)
|
||||
// world << "[O.r_name]2 [O.d_i_state]-2 \icon[DI]"
|
||||
body_lying += DI
|
||||
lying.Blend(DI,ICON_OVERLAY)
|
||||
damageicon_standing = new /image("icon" = standing, "layer" = DAMAGE_LAYER)
|
||||
damageicon_lying = new /image("icon" = lying, "layer" = DAMAGE_LAYER)
|
||||
|
||||
|
||||
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
|
||||
|
||||
@@ -204,10 +204,7 @@ datum/preferences
|
||||
del(preview_icon)
|
||||
|
||||
var/g = "m"
|
||||
if (gender == MALE)
|
||||
g = "m"
|
||||
else if (gender == FEMALE)
|
||||
g = "f"
|
||||
if (gender == FEMALE) g = "f"
|
||||
|
||||
if(species == "Tajaran")
|
||||
preview_icon = new /icon('tajaran.dmi', "body_[g]_s", "dir" = preview_dir)
|
||||
@@ -271,4 +268,4 @@ datum/preferences
|
||||
if(H.name == f_style)
|
||||
facial_hair_style = H
|
||||
else
|
||||
del(H)
|
||||
del(H)
|
||||
Reference in New Issue
Block a user