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https://github.com/VOREStation/VOREStation.git
synced 2026-08-29 15:08:34 +01:00
Allows items to specify which icon files are used for specific slots, moves gun icons to a separate file
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@@ -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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@@ -121,6 +121,7 @@
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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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@@ -174,6 +175,7 @@ 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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