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
+1 -2
View File
@@ -97,13 +97,12 @@
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon()
/obj/machinery/power/emitter/update_icon_state()
if(active && powernet && avail(active_power_usage))
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/emag_act(mob/living/user)
if(!emagged)
locked = FALSE
@@ -40,15 +40,14 @@ field_generator power level display
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = FALSE
/obj/machinery/field/generator/update_icon()
overlays.Cut()
/obj/machinery/field/generator/update_overlays()
. = ..()
if(warming_up)
overlays += "+a[warming_up]"
. += "+a[warming_up]"
if(fields.len)
overlays += "+on"
. += "+on"
if(power_level)
overlays += "+p[power_level]"
. += "+p[power_level]"
/obj/machinery/field/generator/Initialize(mapload)
. = ..()
@@ -87,11 +87,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/update_icon()
..()
return
/obj/structure/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
@@ -155,7 +150,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
if(prob(50))
qdel(src)
/obj/structure/particle_accelerator/update_icon()
/obj/structure/particle_accelerator/update_icon_state()
switch(construction_state)
if(0,1)
icon_state="[reference]"
@@ -166,7 +161,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
@@ -292,9 +286,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
dir = turn(dir, 90)
return 1
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user, params)
if(!iscoil(W))
return ..()
@@ -4,7 +4,3 @@
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "fuel_chamber"
reference = "fuel_chamber"
/obj/structure/particle_accelerator/fuel_chamber/update_icon()
..()
return
@@ -64,7 +64,7 @@
return
/obj/machinery/particle_accelerator/control_box/update_icon()
/obj/machinery/particle_accelerator/control_box/update_icon_state()
if(active)
icon_state = "[reference]p[strength]"
else
@@ -83,7 +83,6 @@
icon_state = "[reference]w"
else
icon_state = "[reference]c"
return
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..(href, href_list))
@@ -18,10 +18,6 @@
icon_state = "emitter_right"
reference = "emitter_right"
/obj/structure/particle_accelerator/particle_emitter/update_icon()
..()
return
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(delay)
if(delay && delay >= 0)
fire_delay = delay