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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.
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@@ -717,12 +717,13 @@ var/global/list/damage_icon_parts = list()
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l_ear.screen_loc = ui_l_ear //...draw the item in the inventory screen
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client.screen += l_ear //Either way, add the item to the HUD
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var/t_type = l_ear.icon_state
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var/t_type = l_ear.item_state
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if(!t_type)
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t_type = l_ear.icon_state
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if(l_ear.icon_override)
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t_type = "[t_type]_l"
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overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.icon_override, "[t_type]", layer = -EARS_LAYER)
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else if(l_ear.sprite_sheets && l_ear.sprite_sheets[dna.species.name])
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t_type = "[t_type]_l"
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overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER)
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else
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overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
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@@ -733,12 +734,13 @@ var/global/list/damage_icon_parts = list()
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r_ear.screen_loc = ui_r_ear //...draw the item in the inventory screen
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client.screen += r_ear //Either way, add the item to the HUD
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var/t_type = r_ear.icon_state
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var/t_type = r_ear.item_state
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if(!t_type)
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t_type = r_ear.icon_state
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if(r_ear.icon_override)
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t_type = "[t_type]_r"
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overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.icon_override, "[t_type]", layer = -EARS_LAYER)
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else if(r_ear.sprite_sheets && r_ear.sprite_sheets[dna.species.name])
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t_type = "[t_type]_r"
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overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER)
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else
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overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
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@@ -1017,9 +1019,14 @@ var/global/list/damage_icon_parts = list()
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if(!t_state)
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t_state = r_hand.icon_state
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var/mutable_appearance/I = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER)
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I = center_image(I, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
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overlays_standing[R_HAND_LAYER] = I
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var/mutable_appearance/standing
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if(r_hand.sprite_sheets && r_hand.sprite_sheets[dna.species.name])
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t_state = "[t_state]_r"
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standing = mutable_appearance(r_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -R_HAND_LAYER)
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else
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standing = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER)
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standing = center_image(standing, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
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overlays_standing[R_HAND_LAYER] = standing
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apply_overlay(R_HAND_LAYER)
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@@ -1031,9 +1038,14 @@ var/global/list/damage_icon_parts = list()
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if(!t_state)
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t_state = l_hand.icon_state
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var/mutable_appearance/I = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER)
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I = center_image(I, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
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overlays_standing[L_HAND_LAYER] = I
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var/mutable_appearance/standing
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if(l_hand.sprite_sheets && l_hand.sprite_sheets[dna.species.name])
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t_state = "[t_state]_l"
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standing = mutable_appearance(l_hand.sprite_sheets[dna.species.name], "[t_state]", layer = -L_HAND_LAYER)
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else
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standing = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER)
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standing = center_image(standing, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
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overlays_standing[L_HAND_LAYER] = standing
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apply_overlay(L_HAND_LAYER)
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//human HUD updates for items in our inventory
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