Eyes Synth Monitor, Switching Eye Layer Verb

Everything works, trust me.
This commit is contained in:
KasparoVy
2020-11-21 18:11:31 -05:00
parent b062575363
commit ae8970ab2f
7 changed files with 41 additions and 7 deletions
+15 -2
View File
@@ -61,6 +61,8 @@ var/global/list/limb_icon_cache = list()
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
@@ -79,8 +81,14 @@ var/global/list/limb_icon_cache = list()
//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)
add_overlay(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
//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)))
@@ -97,6 +105,11 @@ 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"]]"
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
+1 -1
View File
@@ -6,6 +6,7 @@
//CitRP Port
var/const/cyberbeast_monitor_styles = "blank=cyber_blank;\
default=cyber_default;\
eyes=eyes;\
static=cyber_static;\
alert=cyber_alert;\
happy=cyber_happ;\
@@ -64,7 +65,6 @@ var/const/cyberbeast_monitor_styles = "blank=cyber_blank;\
icon = 'icons/obj/items_vr.dmi'
icon_state = "verkdisk"
// tucker0666 : Frost
/datum/robolimb/zenghu_frost
company = "Zeng-Hu (Custom)"
+1
View File
@@ -269,6 +269,7 @@
var/eye_icon = "eyes_s"
force = 3
throwforce = 7
var/eyes_over_markings = FALSE //VOREStation edit
var/eye_icon_location = 'icons/mob/human_face.dmi'