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
+7 -4
View File
@@ -16,13 +16,16 @@
. = ..()
. += bombtank.examine(user)
/obj/item/onetankbomb/update_icon()
/obj/item/onetankbomb/update_icon_state()
if(bombtank)
icon_state = bombtank.icon_state
/obj/item/onetankbomb/update_overlays()
. = ..()
if(bombassembly)
overlays += bombassembly.icon_state
overlays += bombassembly.overlays
overlays += "bomb_assembly"
. += bombassembly.icon_state
. += bombassembly.overlays
. += "bomb_assembly"
/obj/item/onetankbomb/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/analyzer))
+7 -7
View File
@@ -51,7 +51,7 @@
a_left = A1
a_right = A2
name = "[A1.name]-[A2.name] assembly"
update_icon()
update_icon(UPDATE_OVERLAYS)
return TRUE
/obj/item/assembly_holder/proc/has_prox_sensors()
@@ -59,16 +59,16 @@
return TRUE
return FALSE
/obj/item/assembly_holder/update_icon()
overlays.Cut()
/obj/item/assembly_holder/update_overlays()
. = ..()
if(a_left)
overlays += "[a_left.icon_state]_left"
. += "[a_left.icon_state]_left"
for(var/O in a_left.attached_overlays)
overlays += "[O]_l"
. += "[O]_l"
if(a_right)
overlays += "[a_right.icon_state]_right"
. += "[a_right.icon_state]_right"
for(var/O in a_right.attached_overlays)
overlays += "[O]_r"
. += "[O]_r"
if(master)
master.update_icon()
+4 -5
View File
@@ -61,13 +61,12 @@
toggle_secure()
on = TRUE
/obj/item/assembly/infra/update_icon()
overlays.Cut()
/obj/item/assembly/infra/update_overlays()
. = ..()
attached_overlays = list()
if(on)
overlays += "infrared_on"
. += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
@@ -228,7 +227,7 @@
if(next)
next.vis_spread(v)
/obj/effect/beam/i_beam/update_icon()
/obj/effect/beam/i_beam/update_icon_state()
transform = turn(matrix(), dir2angle(dir))
/obj/effect/beam/i_beam/process()
+1 -1
View File
@@ -29,7 +29,7 @@
/obj/item/assembly/mousetrap/describe()
return "The pressure switch is [armed ? "primed" : "safe"]."
/obj/item/assembly/mousetrap/update_icon()
/obj/item/assembly/mousetrap/update_icon_state()
if(armed)
icon_state = "mousetraparmed"
else
+4 -4
View File
@@ -76,14 +76,14 @@
scanning = !scanning
update_icon()
/obj/item/assembly/prox_sensor/update_icon()
overlays.Cut()
/obj/item/assembly/prox_sensor/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
overlays += "prox_timing"
. += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
overlays += "prox_scanning"
. += "prox_scanning"
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
+1 -2
View File
@@ -46,10 +46,9 @@
signal()
return TRUE
/obj/item/assembly/signaler/update_icon()
/obj/item/assembly/signaler/update_icon_state()
if(holder)
holder.update_icon()
return
/obj/item/assembly/signaler/interact(mob/user, flag1)
var/t1 = "-------"
+3 -3
View File
@@ -53,11 +53,11 @@
timer_end()
time = set_time
/obj/item/assembly/timer/update_icon()
overlays.Cut()
/obj/item/assembly/timer/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
overlays += "timer_timing"
. += "timer_timing"
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()