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fix handcuffs disappearing when shot by a damaging projectile (#34634)
* fix handcuffs disappearing when shot by a damaging projectile * whitespace
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@@ -1262,11 +1262,12 @@ var/default_colour_matrix = list(1,0,0,0,\
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#define BACK_LAYER 17 //Back should be above head so that headgear doesn't hides backpack when facing north
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#define BACK_LAYER 17 //Back should be above head so that headgear doesn't hides backpack when facing north
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#define ID_LAYER 18 //IDs should be visible above suits and backpacks
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#define ID_LAYER 18 //IDs should be visible above suits and backpacks
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#define HANDCUFF_LAYER 19
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#define HANDCUFF_LAYER 19
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#define LEGCUFF_LAYER 20
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#define MUTUALCUFF_LAYER 20
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#define HAND_LAYER 21
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#define LEGCUFF_LAYER 21
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#define TAIL_LAYER 22 //bs12 specific. this hack is probably gonna come back to haunt me
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#define HAND_LAYER 22
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#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
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#define TAIL_LAYER 23 //bs12 specific. this hack is probably gonna come back to haunt me
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#define TOTAL_LAYERS 23
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#define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 24
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//////////////////////////////////
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//////////////////////////////////
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//Snake stuff so leaderboard can see it too
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//Snake stuff so leaderboard can see it too
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@@ -182,6 +182,7 @@
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obj_overlays[FACEMASK_LAYER] = new /obj/abstract/Overlays/facemask_layer
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obj_overlays[FACEMASK_LAYER] = new /obj/abstract/Overlays/facemask_layer
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obj_overlays[HEAD_LAYER] = new /obj/abstract/Overlays/head_layer
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obj_overlays[HEAD_LAYER] = new /obj/abstract/Overlays/head_layer
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obj_overlays[HANDCUFF_LAYER] = new /obj/abstract/Overlays/handcuff_layer
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obj_overlays[HANDCUFF_LAYER] = new /obj/abstract/Overlays/handcuff_layer
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obj_overlays[MUTUALCUFF_LAYER] = new /obj/abstract/Overlays/mutualcuff_layer
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obj_overlays[LEGCUFF_LAYER] = new /obj/abstract/Overlays/legcuff_layer
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obj_overlays[LEGCUFF_LAYER] = new /obj/abstract/Overlays/legcuff_layer
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//obj_overlays[HAND_LAYER] = new /obj/abstract/Overlays/hand_layer
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//obj_overlays[HAND_LAYER] = new /obj/abstract/Overlays/hand_layer
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obj_overlays[TAIL_LAYER] = new /obj/abstract/Overlays/tail_layer
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obj_overlays[TAIL_LAYER] = new /obj/abstract/Overlays/tail_layer
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@@ -1302,15 +1302,15 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/update_inv_mutual_handcuffed(var/update_icons = TRUE)
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/mob/living/carbon/human/update_inv_mutual_handcuffed(var/update_icons = TRUE)
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if(monkeyizing)
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if(monkeyizing)
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return
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return
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overlays -= obj_overlays[HANDCUFF_LAYER]
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overlays -= obj_overlays[MUTUALCUFF_LAYER]
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if (mutual_handcuffs && mutual_handcuffs.is_visible())
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if (mutual_handcuffs && mutual_handcuffs.is_visible())
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stop_pulling() //TODO: should be handled elsewhere
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stop_pulling() //TODO: should be handled elsewhere
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var/obj/abstract/Overlays/O = obj_overlays[HANDCUFF_LAYER]
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var/obj/abstract/Overlays/O = obj_overlays[MUTUALCUFF_LAYER]
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O.icon = 'icons/obj/cuffs.dmi'
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O.icon = 'icons/obj/cuffs.dmi'
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O.icon_state = "singlecuff1"//TODO: procedurally generated single-cuffs
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O.icon_state = "singlecuff1"//TODO: procedurally generated single-cuffs
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O.pixel_x = species.inventory_offsets["[slot_handcuffed]"]["pixel_x"] * PIXEL_MULTIPLIER
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O.pixel_x = species.inventory_offsets["[slot_handcuffed]"]["pixel_x"] * PIXEL_MULTIPLIER
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O.pixel_y = species.inventory_offsets["[slot_handcuffed]"]["pixel_y"] * PIXEL_MULTIPLIER
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O.pixel_y = species.inventory_offsets["[slot_handcuffed]"]["pixel_y"] * PIXEL_MULTIPLIER
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obj_to_plane_overlay(O,HANDCUFF_LAYER)
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obj_to_plane_overlay(O,MUTUALCUFF_LAYER)
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if(update_icons)
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if(update_icons)
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update_icons()
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update_icons()
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@@ -60,6 +60,9 @@
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/obj/abstract/Overlays/handcuff_layer
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/obj/abstract/Overlays/handcuff_layer
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layer = FLOAT_LAYER - (TOTAL_LAYERS - HANDCUFF_LAYER)
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layer = FLOAT_LAYER - (TOTAL_LAYERS - HANDCUFF_LAYER)
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/obj/abstract/Overlays/mutualcuff_layer
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layer = FLOAT_LAYER - (TOTAL_LAYERS - MUTUALCUFF_LAYER)
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/obj/abstract/Overlays/legcuff_layer
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/obj/abstract/Overlays/legcuff_layer
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layer = FLOAT_LAYER - (TOTAL_LAYERS - LEGCUFF_LAYER)
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layer = FLOAT_LAYER - (TOTAL_LAYERS - LEGCUFF_LAYER)
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