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
@@ -88,9 +88,8 @@
AddComponent(/datum/component/spraycan_paintable)
update_icon()
/obj/item/clothing/head/helmet/space/hostile_environment/update_icon()
..()
cut_overlays()
/obj/item/clothing/head/helmet/space/hostile_environment/update_overlays()
. = ..()
var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass")
glass_overlay.appearance_flags = RESET_COLOR
add_overlay(glass_overlay)
. += glass_overlay
@@ -154,18 +154,19 @@
else
set_light(0)
/obj/item/twohanded/kinetic_crusher/update_icon()
..()
cut_overlays()
/obj/item/twohanded/kinetic_crusher/update_icon_state()
item_state = "crusher[wielded]"
/obj/item/twohanded/kinetic_crusher/update_overlays()
. = ..()
if(!charged)
add_overlay("[icon_state]_uncharged")
. += "[icon_state]_uncharged"
if(light_on)
add_overlay("[icon_state]_lit")
. += "[icon_state]_lit"
spawn(1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
item_state = "crusher[wielded]"
//destablizing force
/obj/item/projectile/destabilizer
@@ -118,5 +118,7 @@
colorindex += 1
if(colorindex >= 6)
colorindex = 0
update_icon(UPDATE_ICON_STATE)
/obj/item/mobcapsule/update_icon_state()
icon_state = "mobcap[colorindex]"
update_icon()
+10 -11
View File
@@ -34,14 +34,14 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
/obj/item/stack/marker_beacon/Initialize(mapload)
. = ..()
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/stack/marker_beacon/examine(mob/user)
. = ..()
. += "<span class='notice'>Use in-hand to place a [singular_name].</span>"
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/item/stack/marker_beacon/update_icon()
/obj/item/stack/marker_beacon/update_icon_state()
icon_state = "[initial(icon_state)][lowertext(picked_color)]"
/obj/item/stack/marker_beacon/attack_self(mob/user)
@@ -65,7 +65,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
return
if(input_color)
picked_color = input_color
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon
name = "marker beacon"
@@ -84,13 +84,13 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
/obj/structure/marker_beacon/Initialize(mapload, set_color)
. = ..()
picked_color = set_color
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon()
M.update_icon(UPDATE_ICON_STATE)
qdel(src)
/obj/structure/marker_beacon/examine(mob/user)
@@ -98,7 +98,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
if(picked_color)
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/structure/marker_beacon/update_icon()
/obj/structure/marker_beacon/update_icon_state()
while(!picked_color || !GLOB.marker_beacon_colors[picked_color])
picked_color = pick(GLOB.marker_beacon_colors)
icon_state = "[initial(icon_state)][lowertext(picked_color)]-on"
@@ -115,7 +115,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
if(do_after(user, remove_speed, target = src))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon()
M.update_icon(UPDATE_ICON_STATE)
transfer_fingerprints_to(M)
user.put_in_hands(M)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
@@ -141,7 +141,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
return
if(input_color)
picked_color = input_color
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon/dock_marker
name = "docking beacon"
@@ -149,7 +149,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
icon_state = "dockingmarker"
flags = NODECONSTRUCT
/obj/structure/marker_beacon/dock_marker/update_icon()
/obj/structure/marker_beacon/dock_marker/update_icon_state()
set_light(light_range, light_power, LIGHT_COLOR_BLUE)
/obj/structure/marker_beacon/dock_marker/attackby()
@@ -166,6 +166,5 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
desc = "A Prism-brand collision illumination device. It is anchored in place and glowing steadily."
icon_state = "markerburgundy-on"
/obj/structure/marker_beacon/dock_marker/collision/update_icon()
/obj/structure/marker_beacon/dock_marker/collision/update_icon_state()
set_light(light_range, light_power, LIGHT_COLOR_FLARE)
return
@@ -120,11 +120,13 @@
. = ..()
update_icon()
/obj/item/organ/internal/regenerative_core/legion/update_icon()
/obj/item/organ/internal/regenerative_core/legion/update_icon_state()
icon_state = inert ? "legion_soul_inert" : "legion_soul"
cut_overlays()
/obj/item/organ/internal/regenerative_core/legion/update_overlays()
. = ..()
if(!inert && !preserved)
add_overlay("legion_soul_crackle")
. += "legion_soul_crackle"
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
@@ -232,9 +232,12 @@
var/obj/item/instrument/guitar/G = new(src)
load(G)
/obj/machinery/smartfridge/survival_pod/update_icon()
/obj/machinery/smartfridge/survival_pod/update_icon_state()
return
/obj/machinery/smartfridge/survival_pod/update_overlays()
return list()
/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
return isitem(O)
@@ -108,7 +108,7 @@
chaser_speed = max(chaser_speed + health_percent, 0.5) //one tenth of a second faster for each missing 10% of health
blast_range -= round(health_percent * 10) //one additional range for each missing 10% of health
/obj/item/hierophant_club/update_icon()
/obj/item/hierophant_club/update_icon_state()
icon_state = "hierophant_club[timer <= world.time ? "_ready":""][(beacon && !QDELETED(beacon)) ? "":"_beacon"]"
item_state = icon_state
if(ismob(loc))
@@ -104,7 +104,7 @@
desc = "A flask with an almost-holy aura emitting from it. The label on the bottle says: 'erqo'hyy tvi'rf lbh jv'atf'."
list_reagents = list("flightpotion" = 5)
/obj/item/reagent_containers/glass/bottle/potion/update_icon()
/obj/item/reagent_containers/glass/bottle/potion/update_icon_state()
if(reagents.total_volume)
icon_state = "potionflask"
else
+2 -2
View File
@@ -156,13 +156,13 @@
/obj/machinery/mineral/ore_redemption/power_change()
..()
update_icon()
update_icon(UPDATE_ICON_STATE)
if(inserted_id && !powered())
visible_message("<span class='notice'>The ID slot indicator light flickers on [src] as it spits out a card before powering down.</span>")
inserted_id.forceMove(get_turf(src))
inserted_id = null
/obj/machinery/mineral/ore_redemption/update_icon()
/obj/machinery/mineral/ore_redemption/update_icon_state()
if(powered())
icon_state = initial(icon_state)
else
+2 -2
View File
@@ -95,12 +95,12 @@
/obj/machinery/mineral/equipment_vendor/power_change()
..()
update_icon()
update_icon(UPDATE_ICON_STATE)
if(inserted_id && !powered())
visible_message("<span class='notice'>The ID slot indicator light flickers on \the [src] as it spits out a card before powering down.</span>")
inserted_id.forceMove(loc)
/obj/machinery/mineral/equipment_vendor/update_icon()
/obj/machinery/mineral/equipment_vendor/update_icon_state()
if(powered())
icon_state = initial(icon_state)
else