support for items that switch states through update_icon.
This commit is contained in:
@@ -103,7 +103,7 @@
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. = ..()
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addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
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/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(isinhands && item_state && inhand_overlay)
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var/mutable_appearance/M = mutable_appearance(icon_file, "slab_[inhand_overlay]")
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@@ -425,7 +425,7 @@
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return 1
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return 0
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands && current_charges)
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. += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01)
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@@ -333,7 +333,7 @@
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add_atom_colour("#[user.eye_color]", FIXED_COLOUR_PRIORITY)
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colored_before = TRUE
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/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands && ishuman(loc) && !colored_before)
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var/mob/living/carbon/human/H = loc
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@@ -26,7 +26,7 @@
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user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
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return OXYLOSS
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/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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@@ -48,7 +48,7 @@
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/obj/item/clothing/head/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/head/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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@@ -125,7 +125,7 @@
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playsound(src, 'sound/mecha/mechmove03.ogg', 50, TRUE) //Visors don't just come from nothing
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update_icon()
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/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
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@@ -208,7 +208,7 @@
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M.color = hair_color
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add_overlay(M)
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/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
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@@ -28,7 +28,7 @@
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/obj/item/clothing/mask/proc/handle_speech()
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/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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if(body_parts_covered & HEAD)
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@@ -6,7 +6,7 @@
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strip_delay = 40
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equip_delay_other = 40
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/obj/item/clothing/neck/worn_overlays(isinhands = FALSE, icon_flag, style_flags = NONE)
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/obj/item/clothing/neck/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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if(body_parts_covered & HEAD)
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@@ -192,7 +192,7 @@
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tagname = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot", MAX_NAME_LEN)
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name = "[initial(name)] - [tagname]"
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/obj/item/clothing/neck/petcollar/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/neck/petcollar/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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@@ -49,7 +49,7 @@
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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var/bloody = FALSE
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@@ -793,7 +793,7 @@
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var/mob/living/carbon/human/C = loc
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C.update_inv_wear_suit()
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/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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var/file2use = style_flags & STYLE_ALL_TAURIC ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/effects.dmi'
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@@ -956,7 +956,7 @@
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add_overlay(helm_overlay)
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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@@ -993,7 +993,7 @@
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add_overlay(suit_overlay)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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@@ -67,7 +67,7 @@
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var/datum/action/A=X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/plasmaman/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/head/helmet/space/plasmaman/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands && on)
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. += mutable_appearance(icon_file, light_overlay)
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@@ -11,7 +11,7 @@
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var/suittoggled = FALSE
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mutantrace_variation = STYLE_DIGITIGRADE
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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if(damaged_clothes)
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@@ -987,7 +987,7 @@
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item_color = "winterhood_poly"
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item_state = "winterhood_poly"
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/obj/item/clothing/head/hooded/winterhood/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
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/obj/item/clothing/head/hooded/winterhood/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
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. = ..()
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if(suit.hasprimary | suit.hassecondary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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@@ -1000,7 +1000,7 @@
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secondary_worn.color = suit.secondary_color
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. += secondary_worn
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/obj/item/clothing/suit/hooded/wintercoat/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
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/obj/item/clothing/suit/hooded/wintercoat/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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@@ -16,7 +16,7 @@
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var/mutable_appearance/accessory_overlay
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mutantrace_variation = STYLE_DIGITIGRADE
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/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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@@ -27,7 +27,7 @@
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can_adjust = FALSE
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mutantrace_variation = NONE //Not all clothes are currently digi-compatible (only the shorts are as of time of writing)
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/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
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/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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@@ -86,7 +86,7 @@
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tag_overlay.pixel_y = boxes.len * 3
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add_overlay(tag_overlay)
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/obj/item/pizzabox/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/pizzabox/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = list()
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var/current_offset = 2
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if(isinhands)
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@@ -117,7 +117,7 @@
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glass_overlay.appearance_flags = RESET_COLOR
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add_overlay(glass_overlay)
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/obj/item/clothing/head/helmet/space/hostile_environment/worn_overlays(isinhands, icon_file, style_flags = NONE)
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/obj/item/clothing/head/helmet/space/hostile_environment/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/M = mutable_appearance('icons/mob/head.dmi', "hostile_env_glass")
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@@ -593,7 +593,7 @@ generate/load female uniform sprites matching all previously decided variables
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//Get the overlays for this item when it's being worn
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//eg: ammo counters, primed grenade flashes, etc.
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var/list/worn_overlays = worn_overlays(isinhands, file2use, style_flags)
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var/list/worn_overlays = worn_overlays(isinhands, file2use, state, style_flags)
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if(worn_overlays && worn_overlays.len)
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standing.overlays.Add(worn_overlays)
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