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* Adds linter defines to repo. * Uncomments linter defines already in the code. * Resolves unreachable code linter errors. * Nukes decade+ old syndie specops code except for computer since that's mapped in????? * Resolves procs has no parent linter error. * Proc signature fixes * Bad comments * "In" danger * Type safety * Implied nested list abuse * Top level ..() usage * Sleepy coder typos * Invalid kwargs calls * Pointless returns * Linter hacks (see full message) Byond doesn't care and it has no effect but linter doesn't like var/proc for holding references to procs, despite that it's valid byond code. Also, the linter seems to have serious issues figuring out relative proc names. This commit is a sort of take-it-or-leave-it thing. It's not required, it just cuts down on warnings, but this code is valid DM code. * WHATEVER THIS IS * Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars * Fix list decoration syntax - Its a list, not list of lists - To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()` * Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors. * Fixes unwrapped negated object in list linter error. * Resolves colon-like list accessing linter error. * Turns linter on in linter config. * Fixes closet indentation properly and cleans up suit storage unit switch. Co-authored-by: Aronai Sieyes <arokha@arokha.com> Co-authored-by: Leshana <Leshana@users.noreply.github.com>
36 lines
1.5 KiB
Plaintext
36 lines
1.5 KiB
Plaintext
/obj/item/clothing/apply_accessories(var/image/standing)
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if(LAZYLEN(accessories))
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for(var/obj/item/clothing/accessory/A in accessories)
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standing.add_overlay(A.get_mob_overlay())
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/obj/item/clothing/apply_blood(var/image/standing)
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if(blood_DNA && blood_sprite_state && ishuman(loc))
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var/mob/living/carbon/human/H = loc
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var/image/bloodsies = image(icon = H.species.get_blood_mask(H), icon_state = blood_sprite_state)
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bloodsies.color = blood_color
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standing.add_overlay(bloodsies)
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//UNIFORM: Always appends "_s" to iconstate, stupidly.
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/obj/item/clothing/under/get_worn_icon_state(var/slot_name)
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var/state2use = ..()
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state2use += "_s"
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return state2use
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//HELMET: May have a lighting overlay
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/obj/item/clothing/head/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0,var/icon/clip_mask = null)
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var/image/standing = ..()
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if(on && slot_name == slot_head_str)
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var/cache_key = "[light_overlay][LAZYACCESS(sprite_sheets,body_type) ? "_[body_type]" : ""]"
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if(standing && light_overlay_cache[cache_key])
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standing.add_overlay(light_overlay_cache[cache_key])
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return standing
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//SUIT: Blood state is slightly different
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/obj/item/clothing/suit/apply_blood(var/image/standing)
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if(blood_DNA && blood_sprite_state && ishuman(loc))
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var/mob/living/carbon/human/H = loc
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blood_sprite_state = "[blood_overlay_type]blood"
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var/image/bloodsies = image(icon = H.species.get_blood_mask(H), icon_state = blood_sprite_state)
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bloodsies.color = blood_color
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standing.add_overlay(bloodsies)
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