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Merge pull request #8645 from mwerezak/gun-icons
Adds Skowron's inhand icons for various guns
This commit is contained in:
@@ -1,7 +1,7 @@
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/proc/getbrokeninhands()
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var/icon/IL = new('icons/mob/items_lefthand.dmi')
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var/icon/IL = new('icons/mob/items/lefthand.dmi')
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var/list/Lstates = IL.IconStates()
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var/icon/IR = new('icons/mob/items_righthand.dmi')
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var/icon/IR = new('icons/mob/items/righthand.dmi')
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var/list/Rstates = IR.IconStates()
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@@ -856,37 +856,47 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
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if(r_hand)
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r_hand.screen_loc = ui_rhand //TODO
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var/t_icon = INV_R_HAND_DEF_ICON
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if(r_hand.item_icons && (icon_r_hand in r_hand.item_icons))
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t_icon = r_hand.item_icons[icon_r_hand]
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var/t_state = r_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
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if(!t_state) t_state = r_hand.icon_state
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if(r_hand.icon_override)
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t_state = "[t_state]_r"
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overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.icon_override, "icon_state" = "[t_state]")
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else
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overlays_standing[R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = "[t_state]")
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overlays_standing[R_HAND_LAYER] = image("icon" = t_icon, "icon_state" = "[t_state]")
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if (handcuffed) drop_r_hand()
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else
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overlays_standing[R_HAND_LAYER] = null
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if(update_icons) update_icons()
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
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if(l_hand)
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l_hand.screen_loc = ui_lhand //TODO
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var/t_icon = INV_L_HAND_DEF_ICON
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if(l_hand.item_icons && (icon_l_hand in l_hand.item_icons))
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t_icon = l_hand.item_icons[icon_l_hand]
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var/t_state = l_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
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if(!t_state) t_state = l_hand.icon_state
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if(l_hand.icon_override)
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t_state = "[t_state]_l"
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overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.icon_override, "icon_state" = "[t_state]")
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else
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overlays_standing[L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = "[t_state]")
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overlays_standing[L_HAND_LAYER] = image("icon" = t_icon, "icon_state" = "[t_state]")
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if (handcuffed) drop_l_hand()
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else
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overlays_standing[L_HAND_LAYER] = null
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if(update_icons) update_icons()
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if(update_icons) update_icons()
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/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
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overlays_standing[TAIL_LAYER] = null
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@@ -55,26 +55,38 @@
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/mob/living/carbon/monkey/update_inv_r_hand(var/update_icons=1)
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if(r_hand)
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var/t_icon = INV_R_HAND_DEF_ICON
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if(r_hand.item_icons && (icon_r_hand in r_hand.item_icons))
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t_icon = r_hand.item_icons[icon_r_hand]
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var/t_state = r_hand.item_state
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if(!t_state) t_state = r_hand.icon_state
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overlays_standing[M_R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = t_state)
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overlays_standing[M_R_HAND_LAYER] = image("icon" = t_icon, "icon_state" = t_state)
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r_hand.screen_loc = ui_rhand
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if (handcuffed) drop_r_hand()
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else
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overlays_standing[M_R_HAND_LAYER] = null
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if(update_icons) update_icons()
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if(update_icons) update_icons()
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/mob/living/carbon/monkey/update_inv_l_hand(var/update_icons=1)
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if(l_hand)
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var/t_icon = INV_L_HAND_DEF_ICON
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if(l_hand.item_icons && (icon_l_hand in l_hand.item_icons))
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t_icon = l_hand.item_icons[icon_l_hand]
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var/t_state = l_hand.item_state
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if(!t_state) t_state = l_hand.icon_state
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overlays_standing[M_L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = t_state)
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overlays_standing[M_L_HAND_LAYER] = image("icon" = t_icon, "icon_state" = t_state)
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l_hand.screen_loc = ui_lhand
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if (handcuffed) drop_l_hand()
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else
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overlays_standing[M_L_HAND_LAYER] = null
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if(update_icons) update_icons()
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if(update_icons) update_icons()
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/mob/living/carbon/monkey/update_inv_back(var/update_icons=1)
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@@ -375,7 +375,7 @@ datum/preferences
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if(LAWYER)
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clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "briefcase"), ICON_UNDERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY)
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switch(backbag)
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@@ -534,7 +534,7 @@ datum/preferences
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
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clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "toolbox_blue"), ICON_OVERLAY)
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switch(backbag)
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if(2)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
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@@ -620,7 +620,7 @@ datum/preferences
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clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
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if(prob(1))
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
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clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "blueprints"), ICON_OVERLAY)
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switch(backbag)
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if(2)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
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@@ -1,6 +1,11 @@
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//Most of these are defined at this level to reduce on checks elsewhere in the code.
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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//default item on-mob icons
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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/mob/proc/regenerate_icons() //TODO: phase this out completely if possible
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return
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@@ -3,6 +3,10 @@
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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)
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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@@ -134,10 +138,7 @@
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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if(user.hand)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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update_held_icon()
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//obtains the next projectile to fire
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@@ -29,6 +29,7 @@
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power_supply.give(power_supply.maxcharge)
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if(self_recharge)
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processing_objects.Add(src)
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update_icon()
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/obj/item/weapon/gun/energy/Del()
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if(self_recharge)
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@@ -87,3 +88,4 @@
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icon_state = "[modifystate][ratio]"
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else
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icon_state = "[initial(icon_state)][ratio]"
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@@ -24,16 +24,18 @@
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obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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item_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BELT
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w_class = 3
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10
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fire_delay = 10 //old technology
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/obj/item/weapon/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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item_state = "caplaser"
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 5
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fire_sound = 'sound/weapons/Laser.ogg'
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@@ -48,7 +50,7 @@ obj/item/weapon/gun/energy/retro
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon_state = "lasercannon"
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item_state = "laser"
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item_state = null
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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slot_flags = SLOT_BELT|SLOT_BACK
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@@ -66,6 +68,7 @@ obj/item/weapon/gun/energy/retro
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts."
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icon_state = "xray"
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item_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
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projectile_type = /obj/item/projectile/beam/xray
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@@ -117,10 +120,12 @@ obj/item/weapon/gun/energy/retro
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/obj/item/weapon/gun/energy/lasertag/blue
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icon_state = "bluetag"
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item_state = "bluetag"
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projectile_type = /obj/item/projectile/beam/lastertag/blue
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required_vest = /obj/item/clothing/suit/bluetag
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/obj/item/weapon/gun/energy/lasertag/red
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icon_state = "redtag"
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item_state = "redtag"
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projectile_type = /obj/item/projectile/beam/lastertag/red
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required_vest = /obj/item/clothing/suit/redtag
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@@ -29,10 +29,7 @@
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projectile_type = /obj/item/projectile/beam/stun
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modifystate = "energystun"
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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update_held_icon()
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/obj/item/weapon/gun/energy/gun/mounted
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name = "mounted energy gun"
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@@ -26,6 +26,7 @@
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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icon_state = "decloner"
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item_state = "decloner"
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fire_sound = 'sound/weapons/pulse3.ogg'
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origin_tech = "combat=5;materials=4;powerstorage=3"
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charge_cost = 100
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@@ -35,7 +36,7 @@
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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icon_state = "floramut100"
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item_state = "obj/item/gun.dmi"
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item_state = "floramut"
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fire_sound = 'sound/effects/stealthoff.ogg'
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charge_cost = 100
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projectile_type = /obj/item/projectile/energy/floramut
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@@ -59,7 +60,7 @@
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projectile_type = /obj/item/projectile/energy/floramut
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modifystate = "floramut"
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update_icon()
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return
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update_held_icon()
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/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
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//allow shooting into adjacent hydrotrays regardless of intent
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@@ -115,6 +116,7 @@
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name = "staff of change"
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desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
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icon = 'icons/obj/gun.dmi'
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item_icons = null
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icon_state = "staffofchange"
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item_state = "staffofchange"
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fire_sound = 'sound/weapons/emitter.ogg'
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@@ -168,6 +170,7 @@ obj/item/weapon/gun/energy/staff/focus
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desc = "It's a cute rubber duck. With an evil gleam in it's eye."
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projectile_type = /obj/item/projectile/icarus/pointdefense
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icon = 'icons/obj/watercloset.dmi'
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item_icons = null
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icon_state = "rubberducky"
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item_state = "rubberducky"
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charge_cost = 0
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@@ -23,6 +23,7 @@
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name = "stun revolver"
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desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
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icon_state = "stunrevolver"
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item_state = "stunrevolver"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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charge_cost = 125
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@@ -133,4 +133,5 @@
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name = "syringe gun revolver"
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desc = "A modification of the syringe gun design, using a rotating cylinder to store up to five syringes. The spring still needs to be drawn between shots."
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icon_state = "rapidsyringegun"
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item_state = "rapidsyringegun"
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max_darts = 5
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@@ -51,7 +51,7 @@
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name = "\improper STS-35 automatic rifle"
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desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked."
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icon_state = "arifle"
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item_state = "l6closednomag" //placeholder
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item_state = null
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w_class = 4
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force = 10
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caliber = "a762"
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@@ -63,12 +63,13 @@
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/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
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..()
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icon_state = (ammo_magazine)? "arifle-0" : "arifle"
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update_held_icon()
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/obj/item/weapon/gun/projectile/automatic/wt550
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name = "\improper W-T 550 Saber"
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desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
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icon_state = "wt550"
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item_state = "c20r" //placeholder
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item_state = "wt550"
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w_class = 3
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caliber = "9mm"
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origin_tech = "combat=5;materials=2"
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@@ -90,7 +91,7 @@
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name = "\improper Z8 Bulldog"
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desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
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icon_state = "carbine"
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item_state = "l6closednomag" //placeholder
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item_state = "z8carbine"
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w_class = 4
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force = 10
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caliber = "a556"
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@@ -43,6 +43,7 @@
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name = "dart gun"
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desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
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icon_state = "dartgun-empty"
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item_state = null
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caliber = "dart"
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fire_sound = 'sound/weapons/empty.ogg'
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@@ -63,6 +63,7 @@
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name = "desert eagle"
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desc = "A robust handgun that uses .50 AE ammo"
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icon_state = "deagle"
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item_state = "deagle"
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force = 14.0
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caliber = ".50"
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load_method = MAGAZINE
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@@ -107,6 +108,7 @@
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name = "\improper Stechtkin pistol"
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desc = "A small, easily concealable gun. Uses 9mm rounds."
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icon_state = "pistol"
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item_state = null
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w_class = 2
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caliber = "9mm"
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silenced = 0
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@@ -2,6 +2,7 @@
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name = "revolver"
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desc = "A classic revolver. Uses .357 ammo"
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icon_state = "revolver"
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item_state = "revolver"
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caliber = "357"
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origin_tech = "combat=2;materials=2"
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handle_casings = CYCLE_CASINGS
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||||
@@ -42,6 +42,7 @@
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||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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||||
icon_state = "cshotgun"
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item_state = "cshotgun"
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origin_tech = "combat=5;materials=2"
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||||
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
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||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
@@ -51,7 +52,7 @@
|
||||
name = "double-barreled shotgun"
|
||||
desc = "A true classic."
|
||||
icon_state = "dshotgun"
|
||||
item_state = "shotgun"
|
||||
item_state = "dshotgun"
|
||||
//SPEEDLOADER because rapid unloading.
|
||||
//In principle someone could make a speedloader for it, so it makes sense.
|
||||
load_method = SINGLE_CASING|SPEEDLOADER
|
||||
|
||||
Reference in New Issue
Block a user