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@@ -345,7 +345,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/obj/item/organ/stomach/stomach = C.getorganslot(ORGAN_SLOT_STOMACH)
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var/obj/item/organ/tail/tail = C.getorganslot(ORGAN_SLOT_TAIL)
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var/should_have_brain = TRUE
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var/should_have_brain = !(HAS_TRAIT(C, TRAIT_DULLAHAN))
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var/should_have_heart = !(NOBLOOD in species_traits)
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var/should_have_lungs = ((TRAIT_AUXILIARY_LUNGS in inherent_traits) || !(TRAIT_NOBREATH in inherent_traits))
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var/should_have_appendix = !(TRAIT_NOHUNGER in inherent_traits)
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@@ -803,7 +803,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.apply_overlay(HAIR_LAYER)
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/datum/species/proc/handle_body(mob/living/carbon/human/H)
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/datum/species/proc/handle_body(mob/living/carbon/human/H, block_recursive_calls = FALSE)
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H.remove_overlay(BODY_LAYER)
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var/list/standing = list()
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@@ -825,10 +825,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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// eyes
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if(!(NOEYES in species_traits))
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var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES)
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if(!has_eyes && !H.GetComponent(/datum/component/dullahan))
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var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES) || HAS_TRAIT(H, TRAIT_DULLAHAN) // if they are a dullahan just assume eyes exist
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if(!has_eyes)
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standing += mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER)
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message_admins("EYES MISSING APPLIED 2")
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else
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var/left_state = DEFAULT_LEFT_EYE_STATE
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var/right_state = DEFAULT_RIGHT_EYE_STATE
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@@ -899,9 +898,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.overlays_standing[BODY_LAYER] = standing
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H.apply_overlay(BODY_LAYER)
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handle_mutant_bodyparts(H)
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handle_mutant_bodyparts(H, null, block_recursive_calls)
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/datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
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/datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour, block_recursive_calls = FALSE)
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var/list/bodyparts_to_add = mutant_bodyparts.Copy()
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H.remove_overlay(BODY_BEHIND_LAYER)
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@@ -1216,6 +1215,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.apply_overlay(BODY_FRONT_LAYER)
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H.apply_overlay(HORNS_LAYER)
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if(!block_recursive_calls)
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var/datum/component/dullahan/D = H.GetComponent(/datum/component/dullahan)
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if(D && D.dullahan_head)
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D.dullahan_head.update_appearance()
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/*
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* Equip the outfit required for life. Replaces items currently worn.
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*/
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@@ -82,38 +82,9 @@
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decoy_override = TRUE
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organ_flags = ORGAN_NO_SPOIL//Do not decay
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/obj/item/organ/tongue/dullahan
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zone = "abstract"
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accents = list(/datum/accent/dullahan)
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/obj/item/organ/ears/dullahan
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zone = "abstract"
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/obj/item/organ/eyes/dullahan
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name = "head vision"
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desc = "An abstraction."
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actions_types = list(/datum/action/item_action/organ_action/dullahan)
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zone = "abstract"
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tint = INFINITY // used to switch the vision perspective to the head on species_gain().
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/datum/action/item_action/organ_action/dullahan
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name = "Toggle Perspective"
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desc = "Switch between seeing normally from your head, or blindly from your body."
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/datum/action/item_action/organ_action/dullahan/Trigger()
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. = ..()
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var/obj/item/organ/eyes/dullahan/DE = target
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if(DE.tint)
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DE.tint = 0
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else
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DE.tint = INFINITY
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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if(isdullahan(H))
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var/datum/species/dullahan/D = H.dna.species
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D.update_vision_perspective(H)
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/obj/item/dullahan_relay
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name = "dullahan relay"
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var/mob/living/owner
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@@ -58,14 +58,14 @@ There are several things that need to be remembered:
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dna.species.handle_hair(src)
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//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body.
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/mob/living/carbon/human/proc/update_mutant_bodyparts()
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/mob/living/carbon/human/proc/update_mutant_bodyparts(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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dna.species.handle_mutant_bodyparts(src)
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dna.species.handle_mutant_bodyparts(src, null, block_recursive_calls)
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/mob/living/carbon/human/update_body(update_genitals = FALSE)
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/mob/living/carbon/human/update_body(update_genitals = FALSE, block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(BODY_LAYER)
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dna.species.handle_body(src)
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dna.species.handle_body(src, block_recursive_calls)
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..()
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if(update_genitals)
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update_genitals()
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@@ -75,24 +75,24 @@ There are several things that need to be remembered:
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/* --------------------------------------- */
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//For legacy support.
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/mob/living/carbon/human/regenerate_icons()
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/mob/living/carbon/human/regenerate_icons(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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if(!..())
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icon_render_key = null //invalidate bodyparts cache
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update_body(TRUE)
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update_body(TRUE, block_recursive_calls)
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update_hair()
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update_inv_w_uniform()
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update_inv_w_uniform(block_recursive_calls)
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update_inv_wear_id()
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update_inv_gloves()
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update_inv_glasses()
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update_inv_ears()
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update_inv_shoes()
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update_inv_s_store()
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update_inv_wear_mask()
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update_inv_head()
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update_inv_wear_mask(block_recursive_calls)
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update_inv_head(block_recursive_calls)
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update_inv_belt()
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update_inv_back()
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update_inv_wear_suit()
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update_inv_wear_suit(block_recursive_calls)
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update_inv_pockets()
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update_inv_neck()
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update_transform()
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@@ -123,7 +123,7 @@ There are several things that need to be remembered:
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apply_overlay(ANTAG_LAYER)
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/mob/living/carbon/human/update_inv_w_uniform()
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/mob/living/carbon/human/update_inv_w_uniform(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(UNIFORM_LAYER)
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@@ -173,7 +173,7 @@ There are several things that need to be remembered:
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overlays_standing[UNIFORM_LAYER] = uniform_overlay
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apply_overlay(UNIFORM_LAYER)
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update_mutant_bodyparts()
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update_mutant_bodyparts(block_recursive_calls)
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/mob/living/carbon/human/update_inv_wear_id()
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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@@ -349,7 +349,7 @@ There are several things that need to be remembered:
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overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
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apply_overlay(SUIT_STORE_LAYER)
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/mob/living/carbon/human/update_inv_head()
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/mob/living/carbon/human/update_inv_head(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(HEAD_LAYER)
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@@ -387,7 +387,7 @@ There are several things that need to be remembered:
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head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
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overlays_standing[HEAD_LAYER] = head_overlay
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apply_overlay(HEAD_LAYER)
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update_mutant_bodyparts()
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update_mutant_bodyparts(block_recursive_calls)
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/mob/living/carbon/human/update_inv_belt()
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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@@ -411,7 +411,7 @@ There are several things that need to be remembered:
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overlays_standing[BELT_LAYER] = belt_overlay
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apply_overlay(BELT_LAYER)
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/mob/living/carbon/human/update_inv_wear_suit()
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/mob/living/carbon/human/update_inv_wear_suit(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(SUIT_LAYER)
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@@ -471,7 +471,7 @@ There are several things that need to be remembered:
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suit_overlay = center_image(suit_overlay, dimension_x, dimension_y)
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overlays_standing[SUIT_LAYER] = suit_overlay
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update_hair()
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update_mutant_bodyparts()
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update_mutant_bodyparts(block_recursive_calls)
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apply_overlay(SUIT_LAYER)
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@@ -498,7 +498,7 @@ There are several things that need to be remembered:
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update_observer_view(r_store)
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/mob/living/carbon/human/update_inv_wear_mask()
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/mob/living/carbon/human/update_inv_wear_mask(block_recursive_calls = FALSE)
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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remove_overlay(FACEMASK_LAYER)
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@@ -537,7 +537,7 @@ There are several things that need to be remembered:
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mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
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overlays_standing[FACEMASK_LAYER] = mask_overlay
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apply_overlay(FACEMASK_LAYER)
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update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
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update_mutant_bodyparts(block_recursive_calls) //e.g. upgate needed because mask now hides lizard snout
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/mob/living/carbon/human/update_inv_back()
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if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
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@@ -791,9 +791,8 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
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// eyes
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if(!(NOEYES in dna.species.species_traits))
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var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
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if(!has_eyes && !GetComponent(/datum/component/dullahan))
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if(!has_eyes && !HAS_TRAIT(src, TRAIT_DULLAHAN))
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add_overlay(mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER))
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message_admins("EYES MISSING APPLIED")
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else
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var/left_state = DEFAULT_LEFT_EYE_STATE
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var/right_state = DEFAULT_RIGHT_EYE_STATE
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@@ -142,7 +142,7 @@
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update_icon_dropped()
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C.update_health_hud() //update the healthdoll
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C.update_body()
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C.update_body(FALSE, TRUE) // block recursive calls because we dont want to crash, i.e. don't tell a dullahan to update when dropping its limb
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C.update_hair()
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C.update_mobility()
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@@ -370,7 +370,7 @@
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update_disabled()
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C.updatehealth()
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C.update_body()
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C.update_body(FALSE, TRUE) // again block recursive calls because dullahans will try update their icons by regenerating their head
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C.update_hair()
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C.update_damage_overlays()
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C.update_mobility()
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@@ -134,7 +134,7 @@
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I.pixel_y = px_y
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add_overlay(standing)
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/obj/item/bodypart/head/get_limb_icon(dropped, ignore_brain = FALSE, ignore_eyes = FALSE)
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/obj/item/bodypart/head/get_limb_icon(dropped, ignore_brain = FALSE)
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if(custom_head)
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return
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cut_overlays()
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@@ -181,7 +181,7 @@
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. += lips_overlay
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// eyes
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if(eyes || ignore_eyes)
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if(eyes || ignore_brain)
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var/left_state = DEFAULT_LEFT_EYE_STATE
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var/right_state = DEFAULT_RIGHT_EYE_STATE
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if(owner && owner.dna.species)
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@@ -203,7 +203,6 @@
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. += right_eye
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else
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var/eyes_overlay = image('icons/mob/hair.dmi', "eyes_missing", -BODY_LAYER, SOUTH)
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message_admins("EYES MISSING ALSO IGNORE EYES IS [ignore_eyes]")
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. += eyes_overlay
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/obj/item/bodypart/head/monkey
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