FIXES EYES

This commit is contained in:
Heroman
2021-03-12 16:20:10 +10:00
parent 32224e5c9d
commit 3407d0baa5
9 changed files with 70 additions and 120 deletions
-63
View File
@@ -51,69 +51,6 @@ var/global/list/limb_icon_cache = list()
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
if(eyes) eyes.update_colour()
/obj/item/organ/external/head/get_icon()
..()
//The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item
cut_overlays()
//Every 'addon' below requires information from species
if(!iscarbon(owner) || !owner.species)
return
var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later.
//Eye color/icon
var/should_have_eyes = owner.should_have_organ(O_EYES)
var/has_eye_color = owner.species.appearance_flags & HAS_EYE_COLOR
if((should_have_eyes || has_eye_color) && eye_icon)
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
var/icon/eyes_icon = new/icon(eye_icon_location, eye_icon)
//Should have eyes
if(should_have_eyes)
//And we have them
if(eyes)
if(has_eye_color)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
//They're gone!
else
eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
//We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species)
else
eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD)
//VOREStation edit -- allow rendering of eyes over markings.
if(eyes_over_markings)
eyecon = eyes_icon
else
add_overlay(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
icon_cache_key += "[eye_icon]"
//Lip color/icon
if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
add_overlay(lip_icon)
mob_icon.Blend(lip_icon, ICON_OVERLAY)
//Head markings
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
add_overlay(mark_s) //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
if(eyes_over_markings && eyecon) //VOREStation edit -- toggle to render eyes above markings.
add_overlay(eyecon)
mob_icon.Blend(eyecon, ICON_OVERLAY)
icon_cache_key += "[eye_icon]"
add_overlay(get_hair_icon())
return mob_icon
/obj/item/organ/external/head/proc/get_hair_icon()
var/image/res = image('icons/mob/human_face.dmi',"bald_s")
//Facial hair
+3 -3
View File
@@ -4,11 +4,11 @@
/obj/item/organ/external/groin/crewkin
min_broken_damage = 20
/obj/item/organ/external/head/vr/crewkin
/obj/item/organ/external/head/crewkin
min_broken_damage = 15
eye_icons_vr = 'icons/mob/human_face_vr.dmi'
eye_icon_vr = "eyes_shadekin_station"
eye_icon_location = 'icons/mob/human_face_vr.dmi'
eye_icon = "eyes_shadekin_station"
/obj/item/organ/external/arm/crewkin
min_broken_damage = 15
+50 -37
View File
@@ -266,15 +266,13 @@
encased = "skull"
base_miss_chance = 40
var/can_intake_reagents = 1
var/eye_icons = 'icons/mob/human_face_alt.dmi'
var/head_offset = 0
var/eye_icon = "eyes_s"
var/eye_icon_location = 'icons/mob/human_face.dmi'
force = 3
throwforce = 7
var/eyes_over_markings = FALSE //VOREStation edit
var/eye_icon_location = 'icons/mob/human_face.dmi'
/obj/item/organ/external/head/Initialize()
if(config.allow_headgibs)
cannot_gib = FALSE
@@ -328,50 +326,65 @@
/obj/item/organ/external/head/get_icon()
..()
overlays.Cut()
if(!owner || !owner.species)
//The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item
cut_overlays()
//Every 'addon' below requires information from species
if(!iscarbon(owner) || !owner.species)
return
var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later.
//Eye color/icon
var/should_have_eyes = owner.should_have_organ(O_EYES)
var/has_eye_color = owner.species.appearance_flags & HAS_EYE_COLOR
if((should_have_eyes || has_eye_color) && eye_icon)
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
var/icon/eyes_icon = new/icon(eye_icon_location, eye_icon)
//Should have eyes
if(should_have_eyes)
//And we have them
if(eyes)
if(has_eye_color)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
//They're gone!
else
eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
//We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species)
else
eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD)
//VOREStation edit -- allow rendering of eyes over markings.
if(eyes_over_markings)
eyecon = eyes_icon
else
add_overlay(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
icon_cache_key += "[eye_icon]"
//Lip color/icon
if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
add_overlay(lip_icon)
mob_icon.Blend(lip_icon, ICON_OVERLAY)
//Head markings
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode)
overlays |= mark_s //So when it's not on your body, it has icons
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
add_overlay(mark_s) //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
if(owner.should_have_organ(O_EYES))//Moved on top of markings.
var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
if(eye_icon)
var/icon/eyes_icon = new/icon(eye_icons, eye_icon)
if(eyes)
if(owner.species.appearance_flags & HAS_EYE_COLOR)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
else
eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
if(eyes_over_markings && eyecon) //VOREStation edit -- toggle to render eyes above markings.
add_overlay(eyecon)
mob_icon.Blend(eyecon, ICON_OVERLAY)
icon_cache_key += "[eye_icon]"
if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
overlays |= lip_icon
mob_icon.Blend(lip_icon, ICON_OVERLAY)
add_overlay(get_hair_icon())
if(owner.f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
if(facial_hair_style && facial_hair_style.species_allowed && (species.get_bodytype(owner) in facial_hair_style.species_allowed))
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
overlays |= image(facial_s, "pixel_y" = head_offset)
if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
if(hair_style && (species.get_bodytype(owner) in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3)
hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY)
overlays |= image(hair_s, "pixel_y" = head_offset)
return mob_icon
/obj/item/organ/external/head/skrell
+11 -11
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@@ -1,21 +1,21 @@
//For custom heads with custom parts since the base code is restricted to a single icon file.
/obj/item/organ/external/head/vr
var/eye_icons_vr = 'icons/mob/human_face_vr.dmi'
var/eye_icon_vr = "blank_eyes"
/obj/item/organ/external/head/blank_vr // Unused for now. Might be at some point.
eye_icon_location = 'icons/mob/human_face_vr.dmi'
eye_icon = "blank_eyes"
/obj/item/organ/external/head/vr/sergal
eye_icon_vr = "eyes_sergal"
/obj/item/organ/external/head/sergal
eye_icon_location = 'icons/mob/human_face_vr.dmi'
eye_icon = "eyes_sergal"
/obj/item/organ/external/head/vr/werebeast
eye_icons_vr = 'icons/mob/werebeast_face_vr.dmi'
eye_icon_vr = "werebeast_eyes"
/obj/item/organ/external/head/werebeast
eye_icon_location = 'icons/mob/werebeast_face_vr.dmi'
eye_icon = "werebeast_eyes"
head_offset = 6
/obj/item/organ/external/head/vr/shadekin
/obj/item/organ/external/head/shadekin
cannot_gib = 1
cannot_amputate = 1
eye_icons_vr = 'icons/mob/human_face_vr.dmi'
eye_icon_vr = "eyes_shadekin"
eye_icon_location = 'icons/mob/human_face_vr.dmi'
eye_icon = "eyes_shadekin"