Fixing more issues.
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@@ -34,9 +34,7 @@
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if(head)
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if(pumpkin)//Pumpkinhead!
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head.animal_origin = 100
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head.icon = 'icons/obj/clothing/hats.dmi'
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head.icon_state = "hardhat1_pumpkin_j"
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head.custom_head = TRUE
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head.custom_head = image('icons/obj/clothing/hats.dmi', "hardhat1_pumpkin_j")
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head.drop_limb()
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if(!QDELETED(head)) //drop_limb() deletes the limb if it's no drop location and dummy humans used for rendering icons are located in nullspace. Do the math.
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head.throwforce = 25
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@@ -138,10 +136,9 @@
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if(source.client.eye == src && ((A in view(source.client.view, src)) || (isturf(A) && source.sight & SEE_TURFS) || (ismob(A) && source.sight & SEE_MOBS) || (isobj(A) && source.sight & SEE_OBJS)))
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return COMPONENT_ALLOW_EXAMINE
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/obj/item/dullahan_relay/proc/include_owner(list/processing_list, list/hearers)
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/obj/item/dullahan_relay/proc/include_owner(datum/source, list/processing_list, list/hearers)
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if(!QDELETED(owner))
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var/list/new_hearers = hearers //It throws errors on compile about invalid expressions otherwise. And so far components only allow binary return values.
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new_hearers.Add(owner)
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hearers += owner
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/obj/item/dullahan_relay/process()
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if(!istype(loc, /obj/item/bodypart/head) || QDELETED(owner))
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@@ -33,7 +33,7 @@
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var/lip_style = null
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var/lip_color = "white"
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//If the head is a special sprite
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var/custom_head
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var/image/custom_head
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/obj/item/bodypart/head/can_dismember(obj/item/I)
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if(!((owner.stat == DEAD) || owner.InFullCritical()))
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@@ -120,8 +120,6 @@
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..()
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/obj/item/bodypart/head/update_icon_dropped()
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if(custom_head)
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return
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var/list/standing = get_limb_icon(1)
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if(!standing.len)
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icon_state = initial(icon_state)//no overlays found, we default back to initial icon.
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@@ -132,6 +130,12 @@
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add_overlay(standing)
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/obj/item/bodypart/head/get_limb_icon(dropped)
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if(custom_head)
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if(!dropped)
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custom_head.layer = BODYPARTS_LAYER
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else
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custom_head.layer = initial(custom_head.layer)
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return list(custom_head)
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cut_overlays()
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. = ..()
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if(dropped) //certain overlays only appear when the limb is being detached from its owner.
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