In hand sprite overhaul

This commit is contained in:
Markolie
2015-09-13 22:44:18 +02:00
parent aaeac981b9
commit ca6c7d10ba
104 changed files with 29 additions and 1334 deletions
+4 -6
View File
@@ -2,16 +2,14 @@
set name = "Broken Sprite List"
set category = "Debug"
var/icon/IL = new('icons/mob/items_lefthand.dmi')
var/list/Lstates = IL.IconStates()
var/icon/IR = new('icons/mob/items_righthand.dmi')
var/list/Rstates = IR.IconStates()
var/text
for(var/A in typesof(/obj/item))
var/obj/item/O = new A( locate(1,1,1) )
if(!O) continue
var/icon/IL = new(O.lefthand_file)
var/list/Lstates = IL.IconStates()
var/icon/IR = new(O.righthand_file)
var/list/Rstates = IR.IconStates()
var/icon/J = new(O.icon)
var/list/istates = J.IconStates()
if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state))
+2
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@@ -10,6 +10,8 @@
while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. vox wearing jumpsuits).
*/
var/list/sprite_sheets_refit = null
lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
//BS12: Species-restricted clothing check.
/obj/item/clothing/mob_can_equip(M as mob, slot)
-1
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@@ -734,7 +734,6 @@
icon = 'icons/obj/syringe.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
icon_override = 'icons/mob/in-hand/tools.dmi'
throwforce = 0
w_class = 2.0
throw_speed = 3
-1
View File
@@ -110,7 +110,6 @@
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
icon_override = 'icons/mob/in-hand/tools.dmi'
w_class = 4
throw_range = 0
anchored = 1 //Forces people to carry it by hand, no pulling!
@@ -143,7 +143,7 @@
var/t_state = r_hand.item_state
if(!t_state) t_state = r_hand.icon_state
r_hand.screen_loc = ui_rhand
overlays_standing[X_R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = t_state)
overlays_standing[X_R_HAND_LAYER] = image("icon" = r_hand.righthand_file, "icon_state" = t_state)
else
overlays_standing[X_R_HAND_LAYER] = null
if(update_icons) update_icons()
@@ -153,7 +153,7 @@
var/t_state = l_hand.item_state
if(!t_state) t_state = l_hand.icon_state
l_hand.screen_loc = ui_lhand
overlays_standing[X_L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = t_state)
overlays_standing[X_L_HAND_LAYER] = image("icon" = l_hand.lefthand_file, "icon_state" = t_state)
else
overlays_standing[X_L_HAND_LAYER] = null
if(update_icons) update_icons()
@@ -875,7 +875,7 @@ var/global/list/damage_icon_parts = list()
t_state = "[t_state]_r"
overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.sprite_sheets[species.name], "icon_state" = "[t_state]")
else
overlays_standing[R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = "[t_state]")
overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.righthand_file, "icon_state" = "[t_state]")
if (handcuffed) drop_r_hand()
else
@@ -896,7 +896,7 @@ var/global/list/damage_icon_parts = list()
t_state = "[t_state]_l"
overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.sprite_sheets[species.name], "icon_state" = "[t_state]")
else
overlays_standing[L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = "[t_state]")
overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.lefthand_file, "icon_state" = "[t_state]")
if (handcuffed) drop_l_hand()
else
@@ -544,7 +544,6 @@
return
H.icon_state = "pai-[icon_state]"
H.item_state = "pai-[icon_state]"
H.icon_override = 'icons/mob/in-hand/paiheld.dmi'//I have these in diffrent DMI so i am overriding
grabber.put_in_active_hand(H)//for some reason unless i call this it dosen't work
grabber.update_inv_l_hand()
grabber.update_inv_r_hand()
@@ -402,7 +402,7 @@ datum/preferences
if(LAWYER)
clothes_s = new /icon(uniform_dmi, "internalaffairs_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY)
switch(backbag)
@@ -569,7 +569,7 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -655,7 +655,7 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
-1
View File
@@ -3,7 +3,6 @@
desc = "A katana infused with a strong energy"
icon_state = "energy_katana"
item_state = "energy_katana"
icon_override = 'icons/mob/in-hand/swords.dmi'
force = 40
throwforce = 20
var/cooldown = 0 // Because spam aint cool, yo.
-1
View File
@@ -15,7 +15,6 @@
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
icon_override = 'icons/mob/in-hand/tools.dmi'
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 0
w_class = 1.0
+2
View File
@@ -8,6 +8,8 @@
icon = 'icons/obj/gun.dmi'
icon_state = "detective"
item_state = "gun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=2000)
-1
View File
@@ -70,7 +70,6 @@
desc = "It's some kind of enormous alien weapon, as long as a man is tall."
icon = 'icons/obj/gun.dmi' //Actual on-sprite is handled by icon_override.
icon_override = 'icons/mob/vox.dmi'
icon_state = "noisecannon"
item_state = "noisecannon"
recoil = 1
@@ -3,7 +3,6 @@
desc = "A hybrid taser designed to fire both short-range high-power electrodes and long-range disabler beams."
icon_state = "advtaser"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
cell_type = "/obj/item/weapon/stock_parts/cell"
origin_tech = null
fire_sound = 'sound/weapons/Taser.ogg'
@@ -3,7 +3,6 @@
desc = "This is a modern recreation of the captain's antique laser gun. This gun has several unique fire modes, but lacks the ability to recharge over time."
icon_state = "hoslaser"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
force = 10
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = "combat=3;magnets=2"
@@ -25,7 +25,6 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/captain
icon_state = "caplaser"
item_state = "caplaser"
icon_override = 'icons/mob/in-hand/guns.dmi'
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
force = 10
origin_tech = null
@@ -3,7 +3,6 @@
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
fire_sound = 'sound/weapons/IonRifle.ogg'
origin_tech = "combat=2;magnets=4"
w_class = 5.0
@@ -36,7 +35,7 @@
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "obj/item/gun.dmi"
item_state = "gun"
fire_sound = 'sound/effects/stealthoff.ogg'
projectile_type = "/obj/item/projectile/energy/floramut"
origin_tech = "materials=2;biotech=3;powerstorage=3"
@@ -128,6 +127,8 @@
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = 1
@@ -231,7 +232,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
icon_state = "kineticgun"
item_state = "kineticgun"
icon_override = 'icons/mob/in-hand/guns.dmi'
projectile_type = "/obj/item/projectile/kinetic"
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
charge_cost = 5000
@@ -309,7 +309,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
attack_verb = list("attacked", "slashed", "cut", "sliced")
charge_cost = 250
fire_delay = 15
icon_override = 'icons/mob/in-hand/guns.dmi'
can_charge = 0
/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
@@ -389,7 +388,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
desc = "An extremely high-tech bluespace energy gun capable of teleporting targets to far off locations."
icon_state = "telegun"
item_state = "ionrifle"
icon_override = 'icons/mob/in-hand/guns.dmi'
fire_sound = 'sound/weapons/wave.ogg'
origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
+3 -1
View File
@@ -4,10 +4,12 @@
icon = 'icons/obj/gun.dmi'
icon_state = "staffofnothing"
item_state = "staff"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
fire_sound = 'sound/weapons/emitter.ogg'
flags = CONDUCT
w_class = 5
var/projectile_type = "/obj/item/projectile/magic"
var/projectile_type = /obj/item/projectile/magic
var/max_charges = 6
var/charges = 0
var/recharge_rate = 4
@@ -14,7 +14,6 @@ obj/item/weapon/gun/magic/staff/animate
projectile_type = "/obj/item/projectile/magic/animate"
icon_state = "staffofanimation"
item_state = "staffofanimation"
icon_override = 'icons/mob/in-hand/staff.dmi'
obj/item/weapon/gun/magic/staff/healing
name = "staff of healing"
@@ -22,7 +21,6 @@ obj/item/weapon/gun/magic/staff/healing
projectile_type = "/obj/item/projectile/magic/resurrection"
icon_state = "staffofhealing"
item_state = "staffofhealing"
icon_override = 'icons/mob/in-hand/staff.dmi'
obj/item/weapon/gun/magic/staff/chaos
name = "staff of chaos"
@@ -30,7 +28,6 @@ obj/item/weapon/gun/magic/staff/chaos
projectile_type = "/obj/item/projectile/magic"
icon_state = "staffofchaos"
item_state = "staffofchaos"
icon_override = 'icons/mob/in-hand/staff.dmi'
max_charges = 10
recharge_rate = 2
@@ -49,7 +46,6 @@ obj/item/weapon/gun/magic/staff/door
projectile_type = "/obj/item/projectile/magic/door"
icon_state = "staffofdoor"
item_state = "staffofdoor"
icon_override = 'icons/mob/in-hand/staff.dmi'
max_charges = 10
recharge_rate = 2
@@ -115,7 +115,6 @@
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
icon_state = "bulldog"
item_state = "bulldog"
icon_override = 'icons/mob/in-hand/guns.dmi'
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
@@ -150,7 +149,6 @@
desc = "A bullpup and compact 5.45x39 assault rifle with a unique toploading design, designated 'C-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
icon_state = "c90gl"
item_state = "c90gl"
icon_override = 'icons/mob/in-hand/guns.dmi'
origin_tech = "combat=5;materials=2;syndicate=8"
mag_type = "/obj/item/ammo_box/magazine/m545"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
@@ -108,7 +108,6 @@
desc = "This piece of junk looks like something that could have been used 700 years ago."
icon_state = "moistnugget"
item_state = "moistnugget"
icon_override = 'icons/mob/in-hand/guns.dmi'
slot_flags = 0 //no SLOT_BACK sprite, alas
mag_type = "/obj/item/ammo_box/magazine/internal/boltaction"
var/bolt_open = 0
@@ -72,7 +72,6 @@
/obj/item/weapon/gun/grenadelauncher/piecannon
name = "pie cannon"
icon = 'icons/obj/gun.dmi'
icon_override = 'icons/mob/in-hand/guns.dmi'
icon_state = "piecannon1"
item_state = "piecannon1"
w_class = 4.0
@@ -8,7 +8,6 @@
icon = 'icons/obj/syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
icon_override = 'icons/mob/in-hand/tools.dmi'
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = list(1,2,3,4,5,10,15,20,25,30)