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
@@ -42,8 +42,6 @@
/obj/item/implanter/mindshield/New()
imp = new /obj/item/implant/mindshield(src)
..()
update_icon()
/obj/item/implantcase/mindshield
name = "implant case - 'mindshield'"
@@ -12,18 +12,22 @@
materials = list(MAT_GLASS=500)
var/obj/item/implant/imp = null
/obj/item/implantcase/update_icon()
/obj/item/implantcase/proc/update_state()
if(imp)
icon_state = "implantcase-[imp.item_color]"
origin_tech = imp.origin_tech
flags = imp.flags & ~DROPDEL
reagents = imp.reagents
else
icon_state = "implantcase-0"
origin_tech = initial(origin_tech)
flags = initial(flags)
reagents = null
update_icon(UPDATE_ICON_STATE)
/obj/item/implantcase/update_icon_state()
if(imp)
icon_state = "implantcase-[imp.item_color]"
else
icon_state = "implantcase-0"
/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
@@ -38,8 +42,8 @@
I.imp.loc = src
imp = I.imp
I.imp = null
update_icon()
I.update_icon()
update_state()
I.update_icon(UPDATE_ICON_STATE)
else
if(imp)
if(I.imp)
@@ -47,8 +51,8 @@
imp.loc = I
I.imp = imp
imp = null
update_icon()
I.update_icon()
update_state()
I.update_icon(UPDATE_ICON_STATE)
/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
var/obj/item/ammo_casing/shotgun/implanter/I = W
@@ -57,7 +61,7 @@
/obj/item/implantcase/New()
..()
update_icon()
update_state()
/obj/item/implantcase/tracking
@@ -13,7 +13,7 @@
var/obj/item/implant/imp = null
/obj/item/implanter/update_icon()
/obj/item/implanter/update_icon_state()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
@@ -38,7 +38,7 @@
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/implanter/attackby(obj/item/W, mob/user, params)
..()
@@ -48,7 +48,7 @@
/obj/item/implanter/New()
..()
spawn(1)
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/implanter/adrenalin
@@ -14,12 +14,11 @@
dropcase()
return ..()
/obj/item/implantpad/update_icon()
/obj/item/implantpad/update_icon_state()
if(case)
src.icon_state = "implantpad-1"
icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
icon_state = "implantpad-0"
/obj/item/implantpad/proc/addcase(mob/user as mob, obj/item/implantcase/C as obj)
if(!user || !C)
@@ -30,7 +29,7 @@
user.unEquip(C)
C.forceMove(src)
case = C
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/implantpad/proc/dropcase(mob/user as mob)
if(!case)
@@ -41,12 +40,12 @@
add_fingerprint(user)
case.add_fingerprint(user)
case = null
update_icon()
update_icon(UPDATE_ICON_STATE)
return
case.forceMove(get_turf(src))
case = null
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/implantpad/verb/remove_implant()
set category = "Object"