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Created new icon dmi for ai icons. Threw all AI- related stuff in there.
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest. Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc. AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with). Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it. Fixed regular cigar sprite from another commit. Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique. Updated swat mask. Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots. Added a Honker destroyed and open sprites. Some misc icon tweaks. Ninjas: Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff. Some minor fixes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -502,17 +502,17 @@ proc
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if(I:icon)
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if(I:icon_state)
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// Has icon and state set
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add = icon(I:icon, I:icon_state, dir, 1, 0)
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add = icon(I:icon, I:icon_state)
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else
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if(A.icon_state in icon_states(I:icon))
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// Inherits icon_state from atom
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add = icon(I:icon, A.icon_state, dir, 1, 0)
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add = icon(I:icon, A.icon_state)
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else
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// Uses default state ("")
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add = icon(I:icon, null, dir, 1, 0)
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add = icon(I:icon)
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else if(I:icon_state)
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// Inherits icon from atom
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add = icon(A.icon, I:icon_state, dir, 1, 0)
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add = icon(A.icon, I:icon_state)
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else
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// Unknown
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continue
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@@ -565,4 +565,20 @@ proc
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I.pixel_y -= 1
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if(4)
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I.pixel_y += 1
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overlays += I//And finally add the overlay.
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overlays += I//And finally add the overlay.
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/proc/getHologramIcon(icon/A, safety=1)//If safety is on, a new icon is not created.
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var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
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flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
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flat_icon.ChangeOpacity(0.5)//Make it half transparent.
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var/icon/alpha_mask = new('effects.dmi', "scanline")//Scanline effect.
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flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect.
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return flat_icon
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//For photo camera.
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/proc/build_composite_icon(atom/A)
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var/icon/composite = icon(A.icon, A.icon_state, A.dir, 1)
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for(var/O in A.overlays)
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var/image/I = O
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composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
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return composite
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