Refactors that mess of a code for alternate worn clothing sprites for digitigrade and taurs.

This commit is contained in:
Ghommie
2019-12-13 02:30:11 +01:00
parent 8bc5580a01
commit 8ec4bdaef5
52 changed files with 336 additions and 529 deletions
+5 -45
View File
@@ -9,56 +9,16 @@
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
mutantrace_variation = STYLE_DIGITIGRADE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(tauric && taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/file2use = (style_flags & STYLE_ALL_TAURIC) ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform