U_I Phase 1.2: Something is broken somewhere

This commit is contained in:
Arokha Sieyes
2018-03-07 10:00:20 -05:00
parent 94c2110f27
commit 2f433c9ea9
9 changed files with 115 additions and 168 deletions
+10 -8
View File
@@ -686,7 +686,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
//Worn icon generation for on-mob sprites
/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
//Get the required information about the base icon
var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon)
var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
var/state2use = get_worn_icon_state(slot_name = slot_name)
var/layer2use = get_worn_layer(default_layer = default_layer)
@@ -703,8 +703,9 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
//Generate the base onmob icon
var/icon/standing_icon = icon(icon = icon2use, icon_state = state2use)
apply_custom(standing_icon) //Pre-image overridable proc to customize the thing
apply_addblends(icon2use,standing_icon) //Some items have ICON_ADD blend shaders
if(!inhands)
apply_custom(standing_icon) //Pre-image overridable proc to customize the thing
apply_addblends(icon2use,standing_icon) //Some items have ICON_ADD blend shaders
var/image/standing = image(standing_icon)
standing.alpha = alpha
@@ -712,22 +713,23 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
standing.layer = layer2use
//Apply any special features
apply_blood(standing) //Some items show blood when bloodied
apply_accessories(standing) //Some items sport accessories like webbing
if(!inhands)
apply_blood(standing) //Some items show blood when bloodied
apply_accessories(standing) //Some items sport accessories like webbing
//Return our icon
return standing
//Returns the icon object that should be used for the worn icon
/obj/item/proc/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon)
/obj/item/proc/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon,var/inhands)
//1: icon_override var
if(icon_override)
return icon_override
//2: species-specific sprite sheets
//2: species-specific sprite sheets (skipped for inhands)
var/sheet = sprite_sheets[body_type]
if(sheet)
if(sheet && !inhands)
return sheet
//3: slot-specific sprite sheets
@@ -23,7 +23,7 @@
update_icon()
//Some belts have sprites to show icons
/obj/item/weapon/storage/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
/obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
var/image/standing = ..()
if(contents.len)
for(var/obj/item/i in contents)