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 02:11:59 -04:00
committed by GitHub
parent aa06a09f5f
commit f4b37b4177
429 changed files with 3487 additions and 3296 deletions
-3
View File
@@ -88,9 +88,6 @@
default_deconstruction_crowbar(user, I)
return TRUE
/obj/machinery/arcade/update_icon()
return
/obj/machinery/arcade/proc/pay_with_cash(obj/item/stack/spacecash/cashmoney, mob/user)
if(cashmoney.amount < token_price)
to_chat(user, "[bicon(cashmoney)] <span class='warning'>That is not enough money.</span>")
+2 -2
View File
@@ -71,12 +71,12 @@
/obj/item/stack/tickets/New(loc, amount=null)
..()
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/stack/tickets/attack_self(mob/user as mob)
return
/obj/item/stack/tickets/update_icon()
/obj/item/stack/tickets/update_icon_state()
switch(get_amount())
if(1 to 3)
icon_state = "tickets_1" // One ticket
+3 -3
View File
@@ -20,7 +20,7 @@ GLOBAL_VAR(claw_game_html)
/obj/machinery/arcade/claw/Initialize(mapload)
. = ..()
machine_image = pick("_1", "_2")
update_icon()
update_icon(UPDATE_ICON_STATE)
component_parts = list()
component_parts += new /obj/item/circuitboard/clawgame(null)
@@ -39,7 +39,7 @@ GLOBAL_VAR(claw_game_html)
bin_upgrades = B.rating
bonus_prize_chance = bin_upgrades * 5 //equals +5% chance per matter bin rating level (+20% with rating 4)
/obj/machinery/arcade/claw/update_icon()
/obj/machinery/arcade/claw/update_icon_state()
if(stat & BROKEN)
icon_state = "clawmachine[machine_image]_broken"
else if(panel_open)
@@ -58,7 +58,7 @@ GLOBAL_VAR(claw_game_html)
atom_say("WINNER!")
new /obj/item/toy/prizeball(get_turf(src))
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE)
addtimer(CALLBACK(src, .proc/update_icon), 10)
addtimer(CALLBACK(src, /atom/.proc/update_icon, UPDATE_ICON_STATE), 10)
/obj/machinery/arcade/claw/start_play(mob/user as mob)
..()
@@ -32,12 +32,11 @@
..()
check_connection()
/obj/machinery/computer/mob_battle_terminal/update_icon()
/obj/machinery/computer/mob_battle_terminal/update_icon_state()
if(card)
icon_state = "mob_battle_loaded"
else
icon_state = "mob_battle_empty"
..()
/obj/machinery/computer/mob_battle_terminal/Destroy()
eject_card(1)
+2 -3
View File
@@ -20,7 +20,7 @@
component_parts += new /obj/item/stack/sheet/glass(null)
RefreshParts()
/obj/machinery/prize_counter/update_icon()
/obj/machinery/prize_counter/update_icon_state()
if(stat & BROKEN)
icon_state = "prize_counter-broken"
else if(panel_open)
@@ -29,7 +29,6 @@
icon_state = "prize_counter-off"
else
icon_state = "prize_counter-on"
return
/obj/machinery/prize_counter/attackby(obj/item/O as obj, mob/user as mob, params)
if(istype(O, /obj/item/stack/tickets))
@@ -44,7 +43,7 @@
playsound(src.loc, O.usesound, 50, 1)
panel_open = !panel_open
to_chat(user, "You [panel_open ? "open" : "close"] the maintenance panel.")
update_icon()
update_icon(UPDATE_ICON_STATE)
return
if(panel_open)
if(istype(O, /obj/item/wrench))