mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 05:27:01 +01:00
First part of a fix for Issue #1177
- General cleanup of the update_clothing() mechanism - Separated update_clothing() into different procs that handle the different things that need to be done(body appearance needs to be updated, clothing appearance needs to be updated, etc.) - Made a new public interface with which one can do these things individually, so if you just want to add a wound to a mob, you don't have to rebuild the entire clothing.
This commit is contained in:
@@ -840,30 +840,38 @@
|
||||
M.UpdateFeed(src)
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/update_clothing()
|
||||
..()
|
||||
|
||||
if (monkeyizing)
|
||||
return
|
||||
|
||||
overlays = null
|
||||
/mob/living/carbon/human/proc/rebuild_body_overlays()
|
||||
// This proc REBUILDS the body overlays. These are the overlays displayed under the clothing.
|
||||
// Builds the body overlays both for lying and standing states.
|
||||
//
|
||||
// This is necessary whenever something about the mob's body appearance changes, for example:
|
||||
// - When the mutantrace changes
|
||||
// - When a visible wound is added to the mob's skin
|
||||
// - When the mob loses a limb
|
||||
body_overlays_standing.Cut()
|
||||
body_overlays_lying.Cut()
|
||||
|
||||
if (mutations & HULK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender]_l")
|
||||
|
||||
if (mutations & COLD_RESISTANCE)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "fire[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "fire_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "fire_l")
|
||||
|
||||
if (mutations & TK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead_l")
|
||||
|
||||
if (mutations & LASER)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes_l")
|
||||
|
||||
if (mutantrace)
|
||||
switch(mutantrace)
|
||||
if("golem","metroid")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_l")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -873,7 +881,8 @@
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
if("lizard")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_l")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -884,9 +893,11 @@
|
||||
del(lying_icon)
|
||||
if("plant")
|
||||
if(stat != 2) //if not dead, that is
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_l")
|
||||
else
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
|
||||
// not sure why this doesn't need separate lying/standing states
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -896,64 +907,50 @@
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
else
|
||||
// TODO: rewrite update_face() and update_body() if necessary
|
||||
if(!face_standing || !face_lying)
|
||||
update_face()
|
||||
if(!stand_icon || !lying_icon)
|
||||
update_body()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
// Other procs(probably update_face() and update_body() ) also rebuild their own
|
||||
// kinds of overlay lists. Think about merging those procs into this proc.
|
||||
body_overlays_lying += body_lying
|
||||
body_overlays_standing += body_standing
|
||||
|
||||
//if (zone_sel)
|
||||
// zone_sel.overlays = null
|
||||
// zone_sel.overlays += body_standing
|
||||
// zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
|
||||
|
||||
if (lying)
|
||||
icon = lying_icon
|
||||
|
||||
overlays += body_lying
|
||||
/mob/living/carbon/human/proc/rebuild_clothing_overlays()
|
||||
// This proc REBUILDS the clothing overlays entirely.
|
||||
// This is necessary whenever clothing changes, or when the mob switches from laying
|
||||
// into standing state or vice verca.
|
||||
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
icon = stand_icon
|
||||
// This should possibly be split into two categories:
|
||||
// - "under", which is stuff that is worn at the lowest clothing layer and doesn't change often,
|
||||
// such as jumpsuits, gloves, headset, etc.
|
||||
// - "over", which is stuff that is worn at the highest clothing layer and changes very often,
|
||||
// such as stuff in the user's hand, space suits, helmets, etc.
|
||||
|
||||
overlays += body_standing
|
||||
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
// Delete all items from the overlay lists
|
||||
clothing_overlays.Cut()
|
||||
|
||||
// Uniform
|
||||
if(w_uniform)
|
||||
// What is screen_loc stuff doing here?!
|
||||
w_uniform.screen_loc = ui_iclothing
|
||||
|
||||
|
||||
if(istype(w_uniform, /obj/item/clothing/under))
|
||||
var/t1 = w_uniform.color
|
||||
if (!t1)
|
||||
t1 = icon_state
|
||||
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
|
||||
if (w_uniform.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
else // Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
|
||||
if (thing)
|
||||
u_equip(thing)
|
||||
if (client)
|
||||
client.screen -= thing
|
||||
if (thing)
|
||||
thing.loc = loc
|
||||
thing.dropped(src)
|
||||
thing.layer = initial(thing.layer)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_id)
|
||||
if(wear_id.over_jumpsuit)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
|
||||
|
||||
if (client)
|
||||
client.screen -= hud_used.intents
|
||||
@@ -976,34 +973,34 @@
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
if(ro.destroyed)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image(gloves_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image(gloves_icon, "layer" = MOB_LAYER)
|
||||
if (gloves.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
else if (blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
// Glasses
|
||||
if (glasses)
|
||||
var/t1 = glasses.icon_state
|
||||
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
// Ears
|
||||
if (l_ear)
|
||||
var/t1 = l_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (r_ear)
|
||||
var/t1 = r_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
// Shoes
|
||||
lo = organs["l_foot"]
|
||||
@@ -1015,26 +1012,208 @@
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
overlays += image(shoes_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image(shoes_icon, "layer" = MOB_LAYER)
|
||||
if (shoes.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
|
||||
|
||||
/* if (w_radio)
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
|
||||
|
||||
if (s_store)
|
||||
var/t1 = s_store.item_state
|
||||
if (!t1)
|
||||
t1 = s_store.icon_state
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
|
||||
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
s_store.screen_loc = ui_sstore1
|
||||
|
||||
|
||||
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" = MOB_LAYER)
|
||||
|
||||
if (wear_suit)
|
||||
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" = MOB_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
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
|
||||
|
||||
if (wear_mask)
|
||||
if (istype(wear_mask, /obj/item/clothing/mask))
|
||||
var/t1 = wear_mask.icon_state
|
||||
clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
|
||||
if (wear_mask.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_mask.screen_loc = ui_mask
|
||||
|
||||
// Head
|
||||
if (head)
|
||||
var/t1 = head.icon_state
|
||||
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(istype(head,/obj/item/clothing/head/kitty))
|
||||
head_icon = (( lying ) ? head:mob2 : head:mob)
|
||||
clothing_overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
|
||||
if(gimmick_hat)
|
||||
clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
|
||||
if (head.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
head.screen_loc = ui_head
|
||||
|
||||
// Belt
|
||||
if (belt)
|
||||
var/t1 = belt.item_state
|
||||
if (!t1)
|
||||
t1 = belt.icon_state
|
||||
clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
belt.screen_loc = ui_belt
|
||||
|
||||
if (wear_id)
|
||||
wear_id.screen_loc = ui_id
|
||||
|
||||
if (l_store)
|
||||
l_store.screen_loc = ui_storage1
|
||||
|
||||
if (r_store)
|
||||
r_store.screen_loc = ui_storage2
|
||||
|
||||
if (back)
|
||||
var/t1 = back.icon_state
|
||||
clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
back.screen_loc = ui_back
|
||||
|
||||
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
|
||||
//to hide / show them.
|
||||
// WHAT IS THIS DOING IN UPDATE_CLOTHING(), AHHHHHHHHHHHHH
|
||||
if (handcuffed)
|
||||
pulling = null
|
||||
var/h1 = handcuffed.icon_state
|
||||
if (!lying)
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
|
||||
else
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
|
||||
|
||||
|
||||
if (r_hand)
|
||||
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)
|
||||
|
||||
r_hand.screen_loc = ui_rhand
|
||||
|
||||
if (l_hand)
|
||||
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)
|
||||
|
||||
l_hand.screen_loc = ui_lhand
|
||||
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
|
||||
if(shielded == 1)
|
||||
clothing_overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
|
||||
|
||||
|
||||
if(client && client.admin_invis)
|
||||
invisibility = 100
|
||||
else if (shielded == 2)
|
||||
invisibility = 2
|
||||
else
|
||||
invisibility = 0
|
||||
if(targeted_by && target_locked)
|
||||
clothing_overlays += target_locked
|
||||
else if(targeted_by)
|
||||
target_locked = new /obj/effect/target_locked(src)
|
||||
clothing_overlays += target_locked
|
||||
else if(!targeted_by && target_locked)
|
||||
del(target_locked)
|
||||
|
||||
last_b_state = stat
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/handle_clothing()
|
||||
// Non-visual stuff that was in update_clothing()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
|
||||
if(!w_uniform)
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
|
||||
if (thing)
|
||||
u_equip(thing)
|
||||
if (client)
|
||||
client.screen -= thing
|
||||
if (thing)
|
||||
thing.loc = loc
|
||||
thing.dropped(src)
|
||||
thing.layer = initial(thing.layer)
|
||||
|
||||
// Why this stuff was in handle_clothing() is beyond me
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
switch(shielded)
|
||||
if(1)
|
||||
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
|
||||
|
||||
// WHY IS THIS IN UPDATE_CLOTHING?!?!
|
||||
name = get_visible_name()
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/misc_clothing_updates()
|
||||
// Temporary proc to shove stuff in that was put into update_clothing()
|
||||
// for questionable reasons
|
||||
|
||||
if (client)
|
||||
if (i_select)
|
||||
if (intent)
|
||||
@@ -1055,167 +1234,84 @@
|
||||
else
|
||||
m_select.screen_loc = null
|
||||
|
||||
|
||||
if (wear_suit)
|
||||
if (istype(wear_suit, /obj/item/clothing/suit))
|
||||
var/t1 = wear_suit.icon_state
|
||||
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_suit)
|
||||
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"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
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))
|
||||
var/h = hand
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
|
||||
if (lying)
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
|
||||
if (wear_mask)
|
||||
if (istype(wear_mask, /obj/item/clothing/mask))
|
||||
var/t1 = wear_mask.icon_state
|
||||
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
|
||||
if (wear_mask.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_mask.screen_loc = ui_mask
|
||||
|
||||
// Head
|
||||
if (head)
|
||||
var/t1 = head.icon_state
|
||||
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(istype(head,/obj/item/clothing/head/kitty))
|
||||
head_icon = (( lying ) ? head:mob2 : head:mob)
|
||||
overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
|
||||
if(gimmick_hat)
|
||||
overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
|
||||
if (head.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
head.screen_loc = ui_head
|
||||
|
||||
// Belt
|
||||
if (belt)
|
||||
var/t1 = belt.item_state
|
||||
if (!t1)
|
||||
t1 = belt.icon_state
|
||||
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
belt.screen_loc = ui_belt
|
||||
|
||||
|
||||
name = get_visible_name()
|
||||
|
||||
if (wear_id)
|
||||
wear_id.screen_loc = ui_id
|
||||
|
||||
if (l_store)
|
||||
l_store.screen_loc = ui_storage1
|
||||
|
||||
if (r_store)
|
||||
r_store.screen_loc = ui_storage2
|
||||
|
||||
if (back)
|
||||
var/t1 = back.icon_state
|
||||
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
back.screen_loc = ui_back
|
||||
|
||||
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
|
||||
//to hide / show them.
|
||||
if (handcuffed)
|
||||
pulling = null
|
||||
var/h1 = handcuffed.icon_state
|
||||
if (!lying)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
|
||||
else
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
|
||||
|
||||
// Probably a lazy way to make sure all items are on the screen exactly once
|
||||
if (client)
|
||||
client.screen -= contents
|
||||
client.screen += contents
|
||||
|
||||
if (r_hand)
|
||||
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
/mob/living/carbon/human/rebuild_appearance()
|
||||
// Lazy method: Just rebuild everything.
|
||||
// This can be called when the mob is created, but on other occasions, rebuild_body_overlays(),
|
||||
// rebuild_clothing_overlays() etc. should be called individually.
|
||||
|
||||
r_hand.screen_loc = ui_rhand
|
||||
handle_clothing() // nonvisual stuff
|
||||
misc_clothing_updates() // silly stuff
|
||||
|
||||
if (l_hand)
|
||||
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
rebuild_body_overlays() // rebuild the body itself, that is mutant race traits, hair, limbs, etc.
|
||||
rebuild_clothing_overlays() // rebuild the entire clothing
|
||||
|
||||
l_hand.screen_loc = ui_lhand
|
||||
update_overlays_from_lists()
|
||||
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
/mob/living/carbon/human/proc/update_overlays_from_lists()
|
||||
// This will simply update the overlays without actually
|
||||
// rebuilding anything. Can be called often without much
|
||||
// effect on performance.
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
|
||||
switch(shielded)
|
||||
if(1)
|
||||
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
|
||||
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
|
||||
// Update the actual overlays from our prebuilt lists
|
||||
overlays = null
|
||||
|
||||
if(client && client.admin_invis)
|
||||
invisibility = 100
|
||||
else if (shielded == 2)
|
||||
invisibility = 2
|
||||
else
|
||||
invisibility = 0
|
||||
if(targeted_by && target_locked)
|
||||
overlays += target_locked
|
||||
else if(targeted_by)
|
||||
target_locked = new /obj/effect/target_locked(src)
|
||||
overlays += target_locked
|
||||
else if(!targeted_by && target_locked)
|
||||
del(target_locked)
|
||||
if (monkeyizing) // while monkeyizing we do not wish to display any overlays
|
||||
return
|
||||
|
||||
/*
|
||||
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
|
||||
if(lying)
|
||||
icon = lying_icon
|
||||
overlays += body_overlays_standing
|
||||
|
||||
// What is this for?
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
|
||||
|
||||
if(!lying)
|
||||
icon = stand_icon
|
||||
|
||||
overlays += body_overlays_lying
|
||||
|
||||
// What is this for?
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
|
||||
|
||||
overlays += clothing_overlays
|
||||
|
||||
/mob/living/carbon/human/update_body_appearance()
|
||||
// Should be called whenever something about the body appearance itself changes.
|
||||
|
||||
rebuild_body_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/update_lying()
|
||||
// Should be called whenever something about the lying status of the mob might have changed.
|
||||
|
||||
if(visual_lying != lying)
|
||||
visual_lying = lying
|
||||
rebuild_clothing_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/update_clothing()
|
||||
// Should be called only when something about the clothing itself changed
|
||||
// which is not handled by the equip code.
|
||||
rebuild_appearance()
|
||||
|
||||
return
|
||||
|
||||
// TODO: once I have replaced the udpate_clothing() calls with update_lying() or
|
||||
// update_body_appearance() calls where suitable, the following code should
|
||||
// be used. furthermore, handle_clothes() should be moved to Life()
|
||||
|
||||
rebuild_clothing_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/hand_p(mob/M as mob)
|
||||
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
|
||||
|
||||
@@ -29,6 +29,22 @@
|
||||
src.health = 100
|
||||
src.stat = 0
|
||||
|
||||
/mob/living/proc/rebuild_appearance()
|
||||
// Rebuild the entire mob appearance completely, this should ONLY be called in rare cases,
|
||||
// e.g. when the mob spawns.
|
||||
|
||||
/mob/living/proc/update_body_appearance()
|
||||
// Call this proc whenever something about the appearance of the body itself changes.
|
||||
// For example, this must be called when you add a wound to a mob.
|
||||
|
||||
/mob/living/proc/update_lying()
|
||||
// Call this whenever the lying status of a mob changes.
|
||||
|
||||
/mob/living/update_clothing()
|
||||
// Call this proc whenever something about the clothing of a mob changes. Normally, you
|
||||
// don't need to call this by hand, as the equip procs will do it for you.
|
||||
..()
|
||||
|
||||
|
||||
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
|
||||
/mob/living/proc/burn_skin(burn_amount, used_weapon = null)
|
||||
|
||||
Reference in New Issue
Block a user