Use SSoverlays please

This commit is contained in:
Anewbe
2018-06-16 12:42:16 -05:00
committed by VirgoBot
parent 62b5386eb3
commit 455377f6ff
+26 -3
View File
@@ -4,13 +4,13 @@ var/global/list/limb_icon_cache = list()
return
/obj/item/organ/external/proc/compile_icon()
overlays.Cut()
cut_overlays()
// This is a kludge, only one icon has more than one generation of children though.
for(var/obj/item/organ/external/organ in contents)
if(organ.children && organ.children.len)
for(var/obj/item/organ/external/child in organ.children)
overlays += child.mob_icon
overlays += organ.mob_icon
add_overlay(organ.mob_icon)
/obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human)
s_tone = null
@@ -94,14 +94,28 @@ var/global/list/limb_icon_cache = list()
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
<<<<<<< HEAD
=======
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")
>>>>>>> 109a93b... Merge pull request #5357 from VOREStation/pol-overlays
//Facial hair
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)
<<<<<<< HEAD
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_MULTIPLY) // VOREStation edit
add_overlay(facial_s)
=======
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
res.add_overlay(facial_s)
>>>>>>> 109a93b... Merge pull request #5357 from VOREStation/pol-overlays
//Head hair
if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
@@ -112,7 +126,11 @@ var/global/list/limb_icon_cache = list()
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)
hair_s.Blend(hair_s_add, ICON_ADD)
<<<<<<< HEAD
add_overlay(hair_s)
=======
res.add_overlay(hair_s)
>>>>>>> 109a93b... Merge pull request #5357 from VOREStation/pol-overlays
return mob_icon
@@ -153,8 +171,13 @@ var/global/list/limb_icon_cache = list()
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]")
<<<<<<< HEAD
mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
overlays |= mark_s //So when it's not on your body, it has icons
=======
mark_s.Blend(markings[M]["color"], ICON_ADD)
add_overlay(mark_s) //So when it's not on your body, it has icons
>>>>>>> 109a93b... Merge pull request #5357 from VOREStation/pol-overlays
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
@@ -270,7 +293,7 @@ var/list/robot_hud_colours = list("#CFCFCF","#AFAFAF","#8F8F8F","#6F6F6F","#4F4F
var/b = 0.11 * R.health_hud_intensity
temp.color = list(r, r, r, g, g, g, b, b, b)
hud_damage_image = image(null)
hud_damage_image.overlays += temp
hud_damage_image.add_overlay(temp)
// Calculate the required color index.
var/dam_state = min(1,((brute_dam+burn_dam)/max_damage))