Adds Sprites for Some Armalis+Vox Gear & Species-fitting Inhand Icons, etc.

Adds sprites for all Vox & Armalis earwear
Adds sprites for Armalis default backpack, nitrogen tank (non-'emergency' back & belt) all breathmask variations

Fixes an issue where Vox Armalis wouldn't be rendered with the proper in-hand icons for their massive noise cannons.
Fixes an issue where you couldn't species-fit earwear.
Fixes an issue where Vox Armalis couldn't wear the 'Vox' breath mask.
This commit is contained in:
KasparoVy
2019-08-10 05:43:50 -04:00
parent 9ffb7defad
commit ca495b2b9b
13 changed files with 38 additions and 14 deletions
@@ -4,6 +4,10 @@
var/radio_desc = ""
icon_state = "headset"
item_state = "headset"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/ears.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/ears.dmi'
) //We read you loud and skree-er.
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
@@ -19,8 +19,9 @@
burntime = 20
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/back.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/back.dmi',
"Grey" = 'icons/mob/species/grey/back.dmi'
)
) //For Armalis anything but this and the nitrogen tank will use the default backpack icon.
/obj/item/storage/backpack/attackby(obj/item/W as obj, mob/user as mob, params)
playsound(src.loc, "rustle", 50, 1, -5)
@@ -189,7 +189,7 @@ obj/item/tank/emergency_oxygen/double/empty/New()
desc = "A tank of nitrogen."
icon_state = "oxygen_fr"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/back.dmi') //Do it for Big Bird.
/obj/item/tank/nitrogen/New()
..()
@@ -206,6 +206,7 @@ obj/item/tank/emergency_oxygen/double/empty/New()
desc = "A high-tech nitrogen tank designed specifically for Vox."
icon_state = "emergency_vox"
volume = 25
sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/belt.dmi') //Do it for Big Bird.
/obj/item/tank/emergency_oxygen/vox/New()
..()
+4
View File
@@ -90,6 +90,10 @@
throwforce = 2
slot_flags = SLOT_EARS
burn_state = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/ears.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/ears.dmi'
) //We read you loud and skree-er.
/obj/item/clothing/ears/attack_hand(mob/user)
if(!user)
+1 -1
View File
@@ -14,7 +14,7 @@
desc = "Unce unce unce unce."
var/on = 0
icon_state = "headphones0"
item_state = "earmuffs"
item_state = null
actions_types = list(/datum/action/item_action/toggle_headphones)
burn_state = FLAMMABLE
+2 -1
View File
@@ -12,6 +12,7 @@
burn_state = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
@@ -43,7 +44,7 @@
icon_state = "voxmask"
item_state = "voxmask"
permeability_coefficient = 0.01
species_restricted = list("Vox")
species_restricted = list("Vox", "Vox Armalis") //These should fit the "Mega Vox" just fine.
actions_types = list()
/obj/item/clothing/mask/breath/vox/attack_self(var/mob/user)
@@ -717,12 +717,13 @@ var/global/list/damage_icon_parts = list()
l_ear.screen_loc = ui_l_ear //...draw the item in the inventory screen
client.screen += l_ear //Either way, add the item to the HUD
var/t_type = l_ear.icon_state
var/t_type = l_ear.item_state
if(!t_type)
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)
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)
else
overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
@@ -733,12 +734,13 @@ var/global/list/damage_icon_parts = list()
r_ear.screen_loc = ui_r_ear //...draw the item in the inventory screen
client.screen += r_ear //Either way, add the item to the HUD
var/t_type = r_ear.icon_state
var/t_type = r_ear.item_state
if(!t_type)
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)
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)
else
overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
@@ -1017,9 +1019,14 @@ 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)
I = center_image(I, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
overlays_standing[R_HAND_LAYER] = I
var/mutable_appearance/standing
if(r_hand.sprite_sheets && r_hand.sprite_sheets[dna.species.name])
t_state = "[t_state]_r"
standing = mutable_appearance(r_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -R_HAND_LAYER)
else
standing = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER)
standing = center_image(standing, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
overlays_standing[R_HAND_LAYER] = standing
apply_overlay(R_HAND_LAYER)
@@ -1031,9 +1038,14 @@ 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)
I = center_image(I, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
overlays_standing[L_HAND_LAYER] = I
var/mutable_appearance/standing
if(l_hand.sprite_sheets && l_hand.sprite_sheets[dna.species.name])
t_state = "[t_state]_l"
standing = mutable_appearance(l_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -L_HAND_LAYER)
else
standing = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER)
standing = center_image(standing, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
overlays_standing[L_HAND_LAYER] = standing
apply_overlay(L_HAND_LAYER)
//human HUD updates for items in our inventory
+1
View File
@@ -80,6 +80,7 @@
ammo_type = list(/obj/item/ammo_casing/energy/sonic)
cell_type = /obj/item/stock_parts/cell/super
restricted_species = list(/datum/species/vox/armalis)
sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/held.dmi')
/obj/item/gun/energy/noisecannon/update_icon()
return