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Fix for Damage Icons. They now have a layer define too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3705 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -17,8 +17,8 @@
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var/image/face_standing = null
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var/image/face_standing = null
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var/image/face_lying = null
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var/image/face_lying = null
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var/list/body_standing = list( )
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var/image/damageicon_standing = null
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var/list/body_lying = list( )
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var/image/damageicon_lying = null
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/mob/living/carbon/alien/humanoid/hunter
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/mob/living/carbon/alien/humanoid/hunter
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name = "alien hunter"
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name = "alien hunter"
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@@ -327,7 +327,7 @@
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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// Automatically drop anything in store / id / belt if you're not wearing a uniform.
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if (zone_sel)
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if (zone_sel)
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zone_sel.overlays = null
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zone_sel.overlays = null
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zone_sel.overlays += body_standing
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zone_sel.overlays += damageicon_standing
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zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
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zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
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if (lying)
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if (lying)
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@@ -344,7 +344,7 @@
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else
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else
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icon = stand_icon
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icon = stand_icon
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overlays += body_lying
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overlays += damageicon_lying
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if (face_lying)
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if (face_lying)
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overlays += face_lying
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overlays += face_lying
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@@ -352,7 +352,7 @@
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if(update_icon)
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if(update_icon)
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icon = stand_icon
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icon = stand_icon
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overlays += body_standing
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overlays += damageicon_standing
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if (face_standing)
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if (face_standing)
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overlays += face_standing
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overlays += face_standing
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@@ -47,8 +47,8 @@
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var/hair_icon_state = "hair_a"
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var/hair_icon_state = "hair_a"
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var/face_icon_state = "bald"
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var/face_icon_state = "bald"
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var/list/body_standing = list()
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var/image/damageicon_standing
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var/list/body_lying = list()
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var/image/damageicon_lying
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var/mutantrace = null
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var/mutantrace = null
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@@ -820,14 +820,14 @@
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if (lying)
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if (lying)
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icon = lying_icon
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icon = lying_icon
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overlays += body_lying
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overlays += damageicon_lying
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if (face_lying)
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if (face_lying)
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overlays += face_lying
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overlays += face_lying
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else
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else
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icon = stand_icon
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icon = stand_icon
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overlays += body_standing
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overlays += damageicon_standing
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if (face_standing)
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if (face_standing)
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overlays += face_standing
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overlays += face_standing
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@@ -11,19 +11,17 @@
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// now constructs damage icon for each organ from mask * damage field
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// now constructs damage icon for each organ from mask * damage field
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/mob/living/carbon/human/UpdateDamageIcon()
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/mob/living/carbon/human/UpdateDamageIcon()
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del(body_standing)
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var/icon/standing = new /icon('dam_human.dmi', "00")
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body_standing = list()
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var/icon/lying = new /icon('dam_human.dmi', "00-2")
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del(body_lying)
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body_lying = list()
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for(var/datum/organ/external/O in organs)
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for(var/datum/organ/external/O in organs)
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var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
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var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
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DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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// world << "[O.icon_name] [O.damage_state] \icon[DI]"
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standing.Blend(DI,ICON_OVERLAY)
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body_standing += DI
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DI = new /icon('dam_human.dmi', "[O.damage_state]-2") // repeat for lying icons
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DI = new /icon('dam_human.dmi', "[O.damage_state]-2") // repeat for lying icons
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DI.Blend(new /icon('dam_mask.dmi', "[O.icon_name]2"), ICON_MULTIPLY)
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DI.Blend(new /icon('dam_mask.dmi', "[O.icon_name]2"), ICON_MULTIPLY)
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// world << "[O.r_name]2 [O.d_i_state]-2 \icon[DI]"
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lying.Blend(DI,ICON_OVERLAY)
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body_lying += DI
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damageicon_standing = new /image("icon" = standing, "layer" = DAMAGE_LAYER)
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damageicon_lying = new /image("icon" = lying, "layer" = DAMAGE_LAYER)
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/mob/living/carbon/human/proc/get_organ(var/zone)
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/mob/living/carbon/human/proc/get_organ(var/zone)
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@@ -173,6 +173,7 @@ var/MAX_EXPLOSION_RANGE = 14
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#define HIDEEYES 4 //APPLIES ONLY TO HELMETS!!
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#define HIDEEYES 4 //APPLIES ONLY TO HELMETS!!
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//clothing-overlay layers. They are floats so they always appear above the Mob
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//clothing-overlay layers. They are floats so they always appear above the Mob
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#define DAMAGE_LAYER -23
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#define UNIFORM_LAYER -22
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#define UNIFORM_LAYER -22
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#define B_UNIFORM_LAYER -21
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#define B_UNIFORM_LAYER -21
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#define SHOES_LAYER -20
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#define SHOES_LAYER -20
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