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 -1
View File
@@ -69,7 +69,7 @@
if(case && !case.imp)
case.imp = I
I.forceMove(case)
case.update_icon()
case.update_state()
user.visible_message("[user] places [I] into [case]!", "<span class='notice'>You place [I] into [case].</span>")
else
qdel(I)
+3 -3
View File
@@ -19,11 +19,11 @@
if(ispath(holder))
holder = new holder(src)
update_icon()
update_icon(UPDATE_ICON_STATE)
slot = parent_organ + "_device"
items_list = contents.Copy()
/obj/item/organ/internal/cyberimp/arm/update_icon()
/obj/item/organ/internal/cyberimp/arm/update_icon_state()
if(parent_organ == "r_arm")
transform = null
else // Mirroring the icon
@@ -43,7 +43,7 @@
parent_organ = "r_arm"
slot = parent_organ + "_device"
to_chat(user, "<span class='notice'>You modify [src] to be installed on the [parent_organ == "r_arm" ? "right" : "left"] arm.</span>")
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/organ/internal/cyberimp/arm/remove(mob/living/carbon/M, special = 0)
+1 -1
View File
@@ -14,7 +14,7 @@
var/vision_flags = 0
var/see_in_dark = 2
var/tint = 0
var/tint = FLASH_PROTECTION_NONE
var/flash_protect = FLASH_PROTECTION_NONE
var/see_invisible = SEE_INVISIBLE_LIVING
var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
+3 -3
View File
@@ -9,7 +9,7 @@
dead_icon = "heart-off"
var/icon_base = "heart"
/obj/item/organ/internal/heart/update_icon()
/obj/item/organ/internal/heart/update_icon_state()
if(beating)
icon_state = "[icon_base]-on"
else
@@ -54,12 +54,12 @@
/obj/item/organ/internal/heart/proc/Stop()
beating = FALSE
update_icon()
update_icon(UPDATE_ICON_STATE)
return TRUE
/obj/item/organ/internal/heart/proc/Restart()
beating = TRUE
update_icon()
update_icon(UPDATE_ICON_STATE)
return TRUE
/obj/item/organ/internal/heart/prepare_eat()
+2 -1
View File
@@ -185,7 +185,8 @@ GLOBAL_LIST_EMPTY(limb_icon_cache)
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon()
/obj/item/organ/external/update_icon(updates=ALL)
..()
var/n_is = damage_state_text()
if(n_is != damage_state)
damage_state = n_is
@@ -5,7 +5,7 @@
desc = "This is a slime's osmotic pressure regulator, it appears to be some kind of biological pump that uses osmotic pressure to regulate water flow. It seems to work similar to a heart."
dead_icon = null
/obj/item/organ/internal/heart/slime/update_icon()
/obj/item/organ/internal/heart/slime/update_icon_state()
return
/obj/item/organ/internal/lungs/slime