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
@@ -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