mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
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:
@@ -88,9 +88,8 @@
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AddComponent(/datum/component/spraycan_paintable)
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update_icon()
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/obj/item/clothing/head/helmet/space/hostile_environment/update_icon()
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..()
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cut_overlays()
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/obj/item/clothing/head/helmet/space/hostile_environment/update_overlays()
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. = ..()
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var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass")
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glass_overlay.appearance_flags = RESET_COLOR
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add_overlay(glass_overlay)
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. += glass_overlay
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@@ -154,18 +154,19 @@
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else
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set_light(0)
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/obj/item/twohanded/kinetic_crusher/update_icon()
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..()
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cut_overlays()
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/obj/item/twohanded/kinetic_crusher/update_icon_state()
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item_state = "crusher[wielded]"
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/obj/item/twohanded/kinetic_crusher/update_overlays()
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. = ..()
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if(!charged)
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add_overlay("[icon_state]_uncharged")
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. += "[icon_state]_uncharged"
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if(light_on)
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add_overlay("[icon_state]_lit")
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. += "[icon_state]_lit"
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spawn(1)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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item_state = "crusher[wielded]"
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//destablizing force
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/obj/item/projectile/destabilizer
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@@ -118,5 +118,7 @@
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colorindex += 1
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if(colorindex >= 6)
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colorindex = 0
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update_icon(UPDATE_ICON_STATE)
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/obj/item/mobcapsule/update_icon_state()
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icon_state = "mobcap[colorindex]"
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update_icon()
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@@ -34,14 +34,14 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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/obj/item/stack/marker_beacon/Initialize(mapload)
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. = ..()
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/stack/marker_beacon/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Use in-hand to place a [singular_name].</span>"
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. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
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/obj/item/stack/marker_beacon/update_icon()
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/obj/item/stack/marker_beacon/update_icon_state()
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icon_state = "[initial(icon_state)][lowertext(picked_color)]"
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/obj/item/stack/marker_beacon/attack_self(mob/user)
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@@ -65,7 +65,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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return
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if(input_color)
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picked_color = input_color
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/marker_beacon
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name = "marker beacon"
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@@ -84,13 +84,13 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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/obj/structure/marker_beacon/Initialize(mapload, set_color)
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. = ..()
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picked_color = set_color
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/marker_beacon/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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var/obj/item/stack/marker_beacon/M = new(loc)
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M.picked_color = picked_color
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M.update_icon()
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M.update_icon(UPDATE_ICON_STATE)
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qdel(src)
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/obj/structure/marker_beacon/examine(mob/user)
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@@ -98,7 +98,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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if(picked_color)
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. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
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/obj/structure/marker_beacon/update_icon()
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/obj/structure/marker_beacon/update_icon_state()
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while(!picked_color || !GLOB.marker_beacon_colors[picked_color])
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picked_color = pick(GLOB.marker_beacon_colors)
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icon_state = "[initial(icon_state)][lowertext(picked_color)]-on"
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@@ -115,7 +115,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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if(do_after(user, remove_speed, target = src))
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var/obj/item/stack/marker_beacon/M = new(loc)
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M.picked_color = picked_color
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M.update_icon()
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M.update_icon(UPDATE_ICON_STATE)
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transfer_fingerprints_to(M)
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user.put_in_hands(M)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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@@ -141,7 +141,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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return
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if(input_color)
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picked_color = input_color
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/marker_beacon/dock_marker
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name = "docking beacon"
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@@ -149,7 +149,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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icon_state = "dockingmarker"
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flags = NODECONSTRUCT
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/obj/structure/marker_beacon/dock_marker/update_icon()
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/obj/structure/marker_beacon/dock_marker/update_icon_state()
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set_light(light_range, light_power, LIGHT_COLOR_BLUE)
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/obj/structure/marker_beacon/dock_marker/attackby()
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@@ -166,6 +166,5 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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desc = "A Prism-brand collision illumination device. It is anchored in place and glowing steadily."
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icon_state = "markerburgundy-on"
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/obj/structure/marker_beacon/dock_marker/collision/update_icon()
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/obj/structure/marker_beacon/dock_marker/collision/update_icon_state()
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set_light(light_range, light_power, LIGHT_COLOR_FLARE)
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return
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@@ -120,11 +120,13 @@
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. = ..()
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update_icon()
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/obj/item/organ/internal/regenerative_core/legion/update_icon()
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/obj/item/organ/internal/regenerative_core/legion/update_icon_state()
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icon_state = inert ? "legion_soul_inert" : "legion_soul"
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cut_overlays()
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/obj/item/organ/internal/regenerative_core/legion/update_overlays()
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. = ..()
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if(!inert && !preserved)
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add_overlay("legion_soul_crackle")
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. += "legion_soul_crackle"
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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@@ -232,9 +232,12 @@
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var/obj/item/instrument/guitar/G = new(src)
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load(G)
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/obj/machinery/smartfridge/survival_pod/update_icon()
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/obj/machinery/smartfridge/survival_pod/update_icon_state()
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return
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/obj/machinery/smartfridge/survival_pod/update_overlays()
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return list()
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/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
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return isitem(O)
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@@ -108,7 +108,7 @@
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chaser_speed = max(chaser_speed + health_percent, 0.5) //one tenth of a second faster for each missing 10% of health
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blast_range -= round(health_percent * 10) //one additional range for each missing 10% of health
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/obj/item/hierophant_club/update_icon()
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/obj/item/hierophant_club/update_icon_state()
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icon_state = "hierophant_club[timer <= world.time ? "_ready":""][(beacon && !QDELETED(beacon)) ? "":"_beacon"]"
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item_state = icon_state
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if(ismob(loc))
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@@ -104,7 +104,7 @@
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desc = "A flask with an almost-holy aura emitting from it. The label on the bottle says: 'erqo'hyy tvi'rf lbh jv'atf'."
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list_reagents = list("flightpotion" = 5)
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/obj/item/reagent_containers/glass/bottle/potion/update_icon()
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/obj/item/reagent_containers/glass/bottle/potion/update_icon_state()
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if(reagents.total_volume)
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icon_state = "potionflask"
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else
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@@ -156,13 +156,13 @@
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/obj/machinery/mineral/ore_redemption/power_change()
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..()
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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if(inserted_id && !powered())
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visible_message("<span class='notice'>The ID slot indicator light flickers on [src] as it spits out a card before powering down.</span>")
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inserted_id.forceMove(get_turf(src))
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inserted_id = null
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/obj/machinery/mineral/ore_redemption/update_icon()
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/obj/machinery/mineral/ore_redemption/update_icon_state()
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if(powered())
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icon_state = initial(icon_state)
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else
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@@ -95,12 +95,12 @@
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/obj/machinery/mineral/equipment_vendor/power_change()
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..()
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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if(inserted_id && !powered())
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visible_message("<span class='notice'>The ID slot indicator light flickers on \the [src] as it spits out a card before powering down.</span>")
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inserted_id.forceMove(loc)
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/obj/machinery/mineral/equipment_vendor/update_icon()
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/obj/machinery/mineral/equipment_vendor/update_icon_state()
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if(powered())
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icon_state = initial(icon_state)
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else
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