mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-29 19:43:16 +00:00
Enables the combo blend mode for most colorable loadout gear.
-The most meaning the colorable uniforms, suits, gloves, shoes, headgear, earwear, and accessories. -Only affects mob icons for now, the inventory/floor icons still in old blend. -Sort of a framework for possible additional options to come. -Also messed around with some other stuff such as adding on-ear icons to the rest of the flower pins and bows, and made the base icons for the beanies lighter than the middle gray they were.
This commit is contained in:
@@ -77,6 +77,7 @@
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desc = "A pair of gloves that reach past the elbow. Fancy!"
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name = "evening gloves"
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icon_state = "evening_gloves"
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addblends = "evening_gloves_a"
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
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@@ -34,9 +34,11 @@
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/obj/item/clothing/head/hairflower/white
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icon_state = "hairflower_white"
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addblends = "hairflower_white_a"
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/obj/item/clothing/head/hairflower/bow
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icon_state = "bow"
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addblends = "bow_a"
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name = "hair bow"
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desc = "A ribbon tied into a bow with a clip on the back to attach to hair."
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item_state_slots = list(slot_r_hand_str = "pill", slot_l_hand_str = "pill")
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@@ -155,6 +157,7 @@
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/obj/item/clothing/head/flatcap/grey
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icon_state = "flat_capw"
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addblends = "flat_capw_a"
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item_state_slots = list(slot_r_hand_str = "greysoft", slot_l_hand_str = "greysoft")
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/obj/item/clothing/head/pirate
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@@ -300,6 +303,7 @@
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name = "hijab"
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desc = "A veil that is wrapped to cover the head and chest"
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icon_state = "hijab"
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addblends = "hijab_a"
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item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
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body_parts_covered = 0
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flags_inv = BLOCKHAIR
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@@ -308,12 +312,14 @@
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name = "kippa"
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desc = "A small, brimless cap."
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icon_state = "kippa"
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addblends = "kippa_a"
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body_parts_covered = 0
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/obj/item/clothing/head/turban
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name = "turban"
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desc = "A cloth used to wind around the head"
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icon_state = "turban"
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addblends = "turban_a"
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item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
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body_parts_covered = 0
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flags_inv = BLOCKHEADHAIR
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@@ -322,24 +328,28 @@
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name = "taqiyah"
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desc = "A short, rounded skullcap usually worn for religious purposes."
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icon_state = "taqiyah"
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addblends = "taqiyah_a"
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item_state_slots = list(slot_r_hand_str = "taq", slot_l_hand_str = "taq")
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/obj/item/clothing/head/beanie
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name = "beanie"
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desc = "A head-hugging brimless winter cap. This one is tight."
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icon_state = "beanie"
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addblends = "beanie_a"
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body_parts_covered = 0
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/obj/item/clothing/head/beanie_loose
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name = "loose beanie"
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desc = "A head-hugging brimless winter cap. This one is loose."
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icon_state = "beanie_hang"
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addblends = "beanie_hang_a"
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body_parts_covered = 0
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/obj/item/clothing/head/beretg
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name = "beret"
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desc = "A beret, an artists favorite headwear."
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icon_state = "beret_g"
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addblends = "beret_g_a"
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body_parts_covered = 0
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/obj/item/clothing/head/sombrero
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@@ -54,6 +54,7 @@
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name = "white flats"
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desc = "Shiny white flats."
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icon_state = "flatswhite"
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addblends = "flatswhite_a"
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item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
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/obj/item/clothing/shoes/flats/white/color
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@@ -124,23 +124,27 @@
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name = "flip flops"
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desc = "A pair of foam flip flops. For those not afraid to show a little ankle."
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icon_state = "thongsandal"
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addblends = "thongsandal_a"
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/obj/item/clothing/shoes/athletic
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name = "athletic shoes"
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desc = "A pair of sleek atheletic shoes. Made by and for the sporty types."
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icon_state = "sportshoe"
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addblends = "sportshoe_a"
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item_state_slots = list(slot_r_hand_str = "sportheld", slot_l_hand_str = "sportheld")
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/obj/item/clothing/shoes/skater
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name = "skater shoes"
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desc = "A pair of wide shoes with thick soles. Designed for skating."
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icon_state = "skatershoe"
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addblends = "skatershoe_a"
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item_state_slots = list(slot_r_hand_str = "skaterheld", slot_l_hand_str = "skaterheld")
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/obj/item/clothing/shoes/heels
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name = "high heels"
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desc = "A pair of high-heeled shoes. Fancy!"
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icon_state = "heels"
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addblends = "heels_a"
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/obj/item/clothing/shoes/footwraps
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name = "cloth footwraps"
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@@ -277,6 +277,7 @@ obj/item/clothing/suit/kimono
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name = "kimono"
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desc = "A traditional Japanese kimono."
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icon_state = "kimono"
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addblends = "kimono_a"
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/*
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* coats
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@@ -344,6 +345,7 @@ obj/item/clothing/suit/storage/toggle/peacoat
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name = "peacoat"
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desc = "A well-tailored, stylish peacoat."
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icon_state = "peacoat"
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addblends = "peacoat_a"
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item_state_slots = list(slot_r_hand_str = "peacoat", slot_l_hand_str = "peacoat")
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flags_inv = HIDEHOLSTER
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/*
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@@ -45,6 +45,16 @@
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mob_overlay = image("icon" = sprite_sheets[wearer.species.get_bodytype(wearer)], "icon_state" = "[tmp_icon_state]")
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else
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mob_overlay = image("icon" = INV_ACCESSORIES_DEF_ICON, "icon_state" = "[tmp_icon_state]")
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if(addblends)
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var/icon/base = new/icon("icon" = mob_overlay.icon, "icon_state" = mob_overlay.icon_state)
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var/addblend_icon = new/icon("icon" = mob_overlay.icon, "icon_state" = src.addblends)
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if(color)
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base.Blend(src.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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mob_overlay = image(base)
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else
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mob_overlay.color = src.color
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return mob_overlay
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//when user attached an accessory to S
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@@ -37,6 +37,7 @@
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/obj/item/clothing/accessory/armband/med/color
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name = "armband"
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desc = "A fancy armband."
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addblends = "med_a"
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/obj/item/clothing/accessory/armband/medblue
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name = "EMT armband"
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@@ -627,17 +627,20 @@
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name = "long dress"
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desc = "A long dress."
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icon_state = "whitedress2"
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addblends = "whitedress2_a"
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flags_inv = HIDESHOES
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/obj/item/clothing/under/dress/white3
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name = "short dress"
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desc = "A short, plain dress."
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icon_state = "whitedress3"
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addblends = "whitedress3_a"
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/obj/item/clothing/under/dress/white4
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name = "long flared dress"
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desc = "A long white dress that flares out at the bottom."
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icon_state = "whitedress4"
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addblends = "whitedress4_a"
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flags_inv = HIDESHOES
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/obj/item/clothing/under/dress/darkred
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@@ -121,6 +121,7 @@
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name = "yoga pants"
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desc = "A pair of tight-fitting yoga pants for those lazy days."
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icon_state = "yogapants"
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addblends = "yogapants_a"
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/*
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* Baggy Pants
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@@ -505,7 +505,16 @@ var/global/list/damage_icon_parts = list()
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//need to append _s to the icon state for legacy compatibility
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var/image/standing = image(icon = under_icon, icon_state = "[under_state]_s")
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standing.color = w_uniform.color
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if(w_uniform.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = w_uniform.addblends)
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if(w_uniform.color)
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base.Blend(w_uniform.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = w_uniform.color
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//apply blood overlay
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if(w_uniform.blood_DNA)
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@@ -569,7 +578,15 @@ var/global/list/damage_icon_parts = list()
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bloodsies.color = gloves.blood_color
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standing.overlays += bloodsies
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gloves.screen_loc = ui_gloves
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standing.color = gloves.color
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if(gloves.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = gloves.addblends)
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if(gloves.color)
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base.Blend(gloves.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = gloves.color
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overlays_standing[GLOVES_LAYER] = standing
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else
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if(blood_DNA)
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@@ -590,7 +607,15 @@ var/global/list/damage_icon_parts = list()
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standing = image("icon" = glasses.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[glasses.icon_state]")
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else
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standing = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]")
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standing.color = glasses.color
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if(glasses.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = glasses.addblends)
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if(glasses.color)
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base.Blend(glasses.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = glasses.color
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overlays_standing[GLASSES_LAYER] = standing
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else
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@@ -618,7 +643,15 @@ var/global/list/damage_icon_parts = list()
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standing = image("icon" = l_ear.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[t_type]")
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else
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standing = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[t_type]")
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standing.color = l_ear.color
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if(l_ear.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = l_ear.addblends)
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if(l_ear.color)
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base.Blend(l_ear.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = l_ear.color
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both.overlays += standing
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if(r_ear)
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@@ -632,7 +665,15 @@ var/global/list/damage_icon_parts = list()
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standing = image("icon" = r_ear.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[t_type]")
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else
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standing = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[t_type]")
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standing.color = r_ear.color
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if(r_ear.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = r_ear.addblends)
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if(r_ear.color)
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base.Blend(r_ear.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = r_ear.color
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both.overlays += standing
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overlays_standing[EARS_LAYER] = both
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@@ -666,8 +707,18 @@ var/global/list/damage_icon_parts = list()
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var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "shoeblood")
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bloodsies.color = shoes.blood_color
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standing.overlays += bloodsies
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standing.color = shoes.color
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if(shoes.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = shoes.addblends)
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if(shoes.color)
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base.Blend(shoes.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = shoes.color
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overlays_standing[shoe_layer] = standing
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else
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if(feet_blood_DNA)
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var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "shoeblood")
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@@ -733,7 +784,15 @@ var/global/list/damage_icon_parts = list()
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if(hat.on && light_overlay_cache[cache_key])
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standing.overlays |= light_overlay_cache[cache_key]
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standing.color = head.color
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if(head.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = head.addblends)
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if(head.color)
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base.Blend(head.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = head.color
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overlays_standing[HEAD_LAYER] = standing
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else
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@@ -768,7 +827,15 @@ var/global/list/damage_icon_parts = list()
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if(!i_state) i_state = i.icon_state
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standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
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standing.color = belt.color
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if(belt.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = belt.addblends)
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if(belt.color)
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base.Blend(belt.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = belt.color
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overlays_standing[belt_layer] = standing
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else
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@@ -793,7 +860,16 @@ var/global/list/damage_icon_parts = list()
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t_icon = wear_suit.item_icons[slot_wear_suit_str]
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standing = image("icon" = t_icon, "icon_state" = "[wear_suit.icon_state]")
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standing.color = wear_suit.color
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if(wear_suit.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = wear_suit.addblends)
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if(wear_suit.color)
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base.Blend(wear_suit.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = wear_suit.color
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if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
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drop_from_inventory(handcuffed)
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@@ -843,7 +919,15 @@ var/global/list/damage_icon_parts = list()
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standing = image("icon" = wear_mask.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[wear_mask.icon_state]")
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else
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standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]")
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standing.color = wear_mask.color
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if(wear_mask.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = wear_mask.addblends)
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if(wear_mask.color)
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base.Blend(wear_mask.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = wear_mask.color
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if( !istype(wear_mask, /obj/item/clothing/mask/smokable/cigarette) && wear_mask.blood_DNA )
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var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "maskblood")
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@@ -885,7 +969,15 @@ var/global/list/damage_icon_parts = list()
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//apply color
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var/image/standing = image(icon = overlay_icon, icon_state = overlay_state)
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standing.color = back.color
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if(back.addblends)
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var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
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var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = back.addblends)
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if(back.color)
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base.Blend(back.color, ICON_MULTIPLY)
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base.Blend(addblend_icon, ICON_ADD)
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standing = image(base)
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else
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standing.color = back.color
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//create the image
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overlays_standing[BACK_LAYER] = standing
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Reference in New Issue
Block a user