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* 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
30 lines
1.1 KiB
Plaintext
30 lines
1.1 KiB
Plaintext
/datum/component/emissive_blocker
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/// Stores either the mutable_appearance or a list of them
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var/stored_blocker
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/datum/component/emissive_blocker/Initialize(_stored_blocker)
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var/atom/movable/A = parent
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stored_blocker = _stored_blocker
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, .proc/update_generic_block)
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A.add_overlay(stored_blocker)
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/datum/component/emissive_blocker/Destroy()
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stored_blocker = null
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return ..()
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/// Updates the generic blocker when the icon_state is changed
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/datum/component/emissive_blocker/proc/update_generic_block(datum/source)
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var/atom/movable/A = parent
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if(!A.blocks_emissive && stored_blocker)
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A.cut_overlay(stored_blocker)
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stored_blocker = null
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return
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if(!A.blocks_emissive)
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return
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var/mutable_appearance/gen_emissive_blocker = emissive_blocker(A.icon, A.icon_state, alpha = A.alpha, appearance_flags = A.appearance_flags)
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gen_emissive_blocker.dir = A.dir
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if(gen_emissive_blocker != stored_blocker || !A.overlays)
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A.cut_overlay(stored_blocker)
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stored_blocker = gen_emissive_blocker
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A.add_overlay(stored_blocker)
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