Port TG updating appearances (#17943)

* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
This commit is contained in:
Vi3trice
2022-07-21 08:11:59 +02:00
committed by GitHub
parent aa06a09f5f
commit f4b37b4177
429 changed files with 3487 additions and 3296 deletions
+3 -3
View File
@@ -8,7 +8,7 @@
if(!istype(I)) //Something went wrong
return
if(!hide_tape) //if TRUE this hides the tape overlay and added examine text
RegisterSignal(parent, COMSIG_OBJ_UPDATE_ICON, .proc/add_tape_overlay)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_tape_overlay)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/add_tape_text)
x_offset = x
y_offset = y
@@ -27,7 +27,7 @@
tape_overlay = new('icons/obj/bureaucracy.dmi', "tape")
tape_overlay.Shift(EAST, x_offset - 2)
tape_overlay.Shift(NORTH, y_offset - 2)
O.overlays += tape_overlay
O.add_overlay(tape_overlay)
/datum/component/ducttape/proc/remove_tape(obj/item/I, mob/user)
to_chat(user, "<span class='notice'>You tear the tape off [I]!</span>")
@@ -38,7 +38,7 @@
for(var/datum/action/item_action/remove_tape/RT in I.actions)
RT.Remove(user)
qdel(RT)
I.overlays.Cut(tape_overlay)
I.cut_overlay(tape_overlay)
user.transfer_fingerprints_to(I)
qdel(src)
@@ -0,0 +1,29 @@
/datum/component/emissive_blocker
/// Stores either the mutable_appearance or a list of them
var/stored_blocker
/datum/component/emissive_blocker/Initialize(_stored_blocker)
var/atom/movable/A = parent
stored_blocker = _stored_blocker
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, .proc/update_generic_block)
A.add_overlay(stored_blocker)
/datum/component/emissive_blocker/Destroy()
stored_blocker = null
return ..()
/// Updates the generic blocker when the icon_state is changed
/datum/component/emissive_blocker/proc/update_generic_block(datum/source)
var/atom/movable/A = parent
if(!A.blocks_emissive && stored_blocker)
A.cut_overlay(stored_blocker)
stored_blocker = null
return
if(!A.blocks_emissive)
return
var/mutable_appearance/gen_emissive_blocker = emissive_blocker(A.icon, A.icon_state, alpha = A.alpha, appearance_flags = A.appearance_flags)
gen_emissive_blocker.dir = A.dir
if(gen_emissive_blocker != stored_blocker || !A.overlays)
A.cut_overlay(stored_blocker)
stored_blocker = gen_emissive_blocker
A.add_overlay(stored_blocker)
@@ -0,0 +1,35 @@
/datum/component/persistent_overlay
var/image/persistent_overlay = null
var/atom/target = null
/datum/component/persistent_overlay/Initialize(image_overlay, _target, timer)
persistent_overlay = image_overlay
target = _target
if(timer)
addtimer(CALLBACK(src, .proc/remove_persistent_overlay), timer)
if(target)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/remove_persistent_overlay)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/remove_persistent_overlay)
add_persistent_overlay()
/datum/component/persistent_overlay/Destroy()
persistent_overlay = null
target = null
return ..()
/datum/component/persistent_overlay/proc/remove_persistent_overlay(datum/source)
var/atom/movable/A
if(target)
A = target
else
A = parent
A.cut_overlay(persistent_overlay, priority = TRUE)
qdel(src)
/datum/component/persistent_overlay/proc/add_persistent_overlay(datum/source)
var/atom/movable/A
if(target)
A = target
else
A = parent
A.add_overlay(persistent_overlay, priority = TRUE)
+1 -1
View File
@@ -364,7 +364,7 @@
C.range = 20
return C
/obj/effect/proc_holder/spell/fireball/update_icon()
/obj/effect/proc_holder/spell/fireball/update_icon_state()
if(!action)
return
action.button_icon_state = "fireball[active]"