External organ icon handling tweak (#18826)

* Hm, let's try this

* Nevermind, a new proc is better than doing a bunch of early returned jumps
This commit is contained in:
Vi3trice
2022-08-18 23:24:24 +01:00
committed by GitHub
parent 7cd42a835e
commit f41e0f111d
4 changed files with 12 additions and 6 deletions
@@ -7,6 +7,9 @@
max_damage = 0
dir = SOUTH
organ_tag = "limb"
blocks_emissive = FALSE
var/brute_mod = 1
var/burn_mod = 1
@@ -249,7 +252,7 @@
if(owner_old)
owner_old.updatehealth("limb receive damage")
return update_icon()
return update_state()
#undef LIMB_SHARP_THRESH_INT_DMG
#undef LIMB_THRESH_INT_DMG
@@ -269,7 +272,7 @@
if(updating_health)
owner.updatehealth("limb heal damage")
return update_icon()
return update_state()
/obj/item/organ/external/emp_act(severity)
if(!is_robotic() || emp_proof)
@@ -322,7 +325,7 @@ This function completely restores a damaged organ to perfect condition.
if(owner)
owner.updatehealth("limb rejuvenate")
update_icon()
update_state()
if(!owner)
START_PROCESSING(SSobj, src)
+2 -2
View File
@@ -185,8 +185,8 @@ GLOBAL_LIST_EMPTY(limb_icon_cache)
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon(updates=ALL)
..()
/obj/item/organ/external/proc/update_state()
var/n_is = damage_state_text()
if(n_is != damage_state)
damage_state = n_is