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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:
@@ -19,6 +19,7 @@
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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color = "#FFFFFF"
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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibup1", "xgibup1", "xgibup1")
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@@ -50,6 +50,7 @@ GLOBAL_LIST_EMPTY(splatter_cache)
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if(basecolor == "rainbow")
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basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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color = basecolor
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..()
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/obj/effect/decal/cleanable/blood/proc/dry()
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name = dryname
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@@ -142,21 +143,26 @@ GLOBAL_LIST_EMPTY(splatter_cache)
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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no_clear = TRUE
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mergeable_decal = FALSE
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var/image/giblets
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var/fleshcolor = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/Destroy()
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giblets = null
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return ..()
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
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giblets = new(base_icon, "[icon_state]_flesh", dir)
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if(!fleshcolor || fleshcolor == "rainbow")
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fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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giblets.color = fleshcolor
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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icon = blood
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overlays.Cut()
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overlays += giblets
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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/update_overlays()
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. = ..()
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. += giblets
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity)
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return
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@@ -13,6 +13,7 @@
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/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
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color = "#FFFFFF"
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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
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return
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@@ -87,8 +87,8 @@ GLOBAL_LIST_EMPTY(fluidtrack_cache)
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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overlays.Cut()
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/obj/effect/decal/cleanable/blood/footprints/update_overlays()
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. = ..()
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for(var/Ddir in GLOB.cardinal)
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if(entered_dirs & Ddir)
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@@ -100,7 +100,7 @@ GLOBAL_LIST_EMPTY(fluidtrack_cache)
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GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"] = I
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if(I)
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I.color = basecolor
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overlays += I
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. += I
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if(exited_dirs & Ddir)
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var/image/I
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if(GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"])
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@@ -110,7 +110,7 @@ GLOBAL_LIST_EMPTY(fluidtrack_cache)
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GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"] = I
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if(I)
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I.color = basecolor
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overlays += I
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. += I
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alpha = base_alpha + bloodiness
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