Made blood overlays respect blood color

This commit is contained in:
Chinsky
2013-12-26 15:28:03 +04:00
parent e5699fde0b
commit 3ee2430425
4 changed files with 27 additions and 10 deletions

View File

@@ -362,7 +362,9 @@ its easier to just keep the beam vertical.
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
blood_color = "#A10808"
if (M.species)
blood_color = M.species.blood_color
//adding blood to humans
else if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src

View File

@@ -1,7 +1,7 @@
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/item_state = null
var/r_speed = 1.0
@@ -569,6 +569,7 @@
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
overlays += blood_overlay
//if this blood isn't already in the list, add it
@@ -589,7 +590,7 @@
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = I
A.blood_overlay = image(I)
/obj/item/proc/showoff(mob/user)
for (var/mob/M in view(user))

View File

@@ -470,7 +470,9 @@ proc/get_damage_icon_part(damage_state, body_part)
standing.icon = ((w_uniform.icon_override) ? w_uniform.icon_override : 'icons/mob/uniform.dmi')
if(w_uniform.blood_DNA)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
bloodsies.color = w_uniform.blood_color
standing.overlays += bloodsies
if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
var/tie_color = w_uniform:hastie.item_color
@@ -510,12 +512,16 @@ proc/get_damage_icon_part(damage_state, body_part)
if(!t_state) t_state = gloves.icon_state
var/image/standing = image("icon" = ((gloves.icon_override) ? gloves.icon_override : 'icons/mob/hands.dmi'), "icon_state" = "[t_state]")
if(gloves.blood_DNA)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
bloodsies.color = gloves.blood_color
standing.overlays += bloodsies
gloves.screen_loc = ui_gloves
overlays_standing[GLOVES_LAYER] = standing
else
if(blood_DNA)
overlays_standing[GLOVES_LAYER] = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
bloodsies.color = blood_color
overlays_standing[GLOVES_LAYER] = bloodsies
else
overlays_standing[GLOVES_LAYER] = null
if(update_icons) update_icons()
@@ -542,7 +548,9 @@ proc/get_damage_icon_part(damage_state, body_part)
if(shoes)
var/image/standing = image("icon" = ((shoes.icon_override) ? shoes.icon_override : 'icons/mob/feet.dmi'), "icon_state" = "[shoes.icon_state]")
if(shoes.blood_DNA)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
bloodsies.color = shoes.blood_color
standing.overlays += bloodsies
overlays_standing[SHOES_LAYER] = standing
else
overlays_standing[SHOES_LAYER] = null
@@ -568,7 +576,9 @@ proc/get_damage_icon_part(damage_state, body_part)
else
standing = image("icon" = ((head.icon_override) ? head.icon_override : 'icons/mob/head.dmi'), "icon_state" = "[head.icon_state]")
if(head.blood_DNA)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
bloodsies.color = head.blood_color
standing.overlays += bloodsies
overlays_standing[HEAD_LAYER] = standing
else
overlays_standing[HEAD_LAYER] = null
@@ -597,7 +607,9 @@ proc/get_damage_icon_part(damage_state, body_part)
if(wear_suit.blood_DNA)
var/obj/item/clothing/suit/S = wear_suit
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood")
bloodsies.color = wear_suit.blood_color
standing.overlays += bloodsies
overlays_standing[SUIT_LAYER] = standing
@@ -621,7 +633,9 @@ proc/get_damage_icon_part(damage_state, body_part)
wear_mask.screen_loc = ui_mask //TODO
var/image/standing = image("icon" = ((wear_mask.icon_override) ? wear_mask.icon_override : 'icons/mob/mask.dmi'), "icon_state" = "[wear_mask.icon_state]")
if( !istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA )
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
bloodsies.color = wear_mask.blood_color
standing.overlays += bloodsies
overlays_standing[FACEMASK_LAYER] = standing
else
overlays_standing[FACEMASK_LAYER] = null