ghommie change and armrest bug fix

This commit is contained in:
KathrinBailey
2020-03-04 01:35:00 +00:00
parent 86790c69a5
commit 97733e464d
7 changed files with 63 additions and 86 deletions
@@ -582,40 +582,3 @@
. = ..()
if(has_gravity())
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
var/mutable_appearance/armrest
/obj/structure/chair/sofa/Initialize()
armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
return ..()
/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/sofa/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/sofa/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return
@@ -1,39 +1,53 @@
// Credit for the sprites goes to CEV Eris. The sprites were taken from Hyper Station and modified to fit with armrests which were also added.
/obj/structure/chair/corp_sofa
name = "sofa"
desc = "Soft, cushy and cozy. These sofas reek of bland faceless corporatism, but they aren't old and ratty at least."
icon_state = "corp_sofamiddle"
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
var/mutable_appearance/armrest
/obj/structure/chair/corp_sofa/Initialize()
/obj/structure/chair/sofa/Initialize()
armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
return ..()
/obj/structure/chair/corp_sofa/post_buckle_mob(mob/living/M)
/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/corp_sofa/proc/update_armrest()
/obj/structure/chair/sofa/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/corp_sofa/post_unbuckle_mob()
/obj/structure/chair/sofa/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/corp_sofa/left
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return
// Credit for the sprites goes to CEV Eris. The sprites were taken from Hyper Station and modified to fit with armrests which were also added.
/obj/structure/chair/sofa/corp
name = "sofa"
desc = "Soft, cushy and cozy. These sofas reek of bland faceless corporatism, but they aren't old and ratty at least."
icon_state = "corp_sofamiddle"
icon = 'icons/obj/sofa.dmi'
/obj/structure/chair/sofa/corp/left
icon_state = "corp_sofaend_left"
/obj/structure/chair/corp_sofa/right
/obj/structure/chair/sofa/corp/right
icon_state = "corp_sofaend_right"
/obj/structure/chair/corp_sofa/corner
/obj/structure/chair/sofa/corp/corner
icon_state = "corp_sofacorner"
/obj/structure/chair/corp_sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return
+12 -12
View File
@@ -15,62 +15,62 @@
qdel(src)
return TRUE
/obj/structure/chess/WhitePawn
/obj/structure/chess/whitepawn
name = "\improper White Pawn"
desc = "A white pawn chess piece. Get accused of cheating when executing a sick En Passant."
icon_state = "white_pawn"
/obj/structure/chess/WhiteRook
/obj/structure/chess/whiterook
name = "\improper White Rook"
desc = "A white rook chess piece. Also known as a castle. Can move any number of tiles in a straight line. It has a special move called castling."
icon_state = "white_rook"
/obj/structure/chess/WhiteKnight
/obj/structure/chess/whiteknight
name = "\improper White Knight"
desc = "A white knight chess piece. Hah. It can hop over other pieces, moving in L shapes."
icon_state = "white_knight"
/obj/structure/chess/WhiteBishop
/obj/structure/chess/whitebishop
name = "\improper White Bishop"
desc = "A white bishop chess piece. It can move any number of tiles in a diagonal line."
icon_state = "white_bishop"
/obj/structure/chess/WhiteQueen
/obj/structure/chess/whitequeen
name = "\improper White Queen"
desc = "A white queen chess piece. It can move any number of tiles in diagonal and straight lines."
icon_state = "white_queen"
/obj/structure/chess/WhiteKing
/obj/structure/chess/whiteking
name = "\improper White King"
desc = "A white king chess piece. It can move any tile in one direction."
icon_state = "white_king"
/obj/structure/chess/BlackPawn
/obj/structure/chess/blackpawn
name = "\improper Black Pawn"
desc = "A black pawn chess piece. Get accused of cheating when executing a sick En Passant."
icon_state = "black_pawn"
/obj/structure/chess/BlackRook
/obj/structure/chess/blackrook
name = "\improper Black Rook"
desc = "A black rook chess piece. Also known as a castle. Can move any number of tiles in a straight line. It has a special move called castling."
icon_state = "black_rook"
/obj/structure/chess/BlackKnight
/obj/structure/chess/blackknight
name = "\improper Black Knight"
desc = "A black knight chess piece. It can hop over other pieces, moving in L shapes."
icon_state = "black_knight"
/obj/structure/chess/BlackBishop
/obj/structure/chess/blackbishop
name = "\improper Black Bishop"
desc = "A black bishop chess piece. It can move any number of tiles in a diagonal line."
icon_state = "black_bishop"
/obj/structure/chess/BlackQueen
/obj/structure/chess/blackqueen
name = "\improper Black Queen"
desc = "A black queen chess piece. It can move any number of tiles in diagonal and straight lines."
icon_state = "black_queen"
/obj/structure/chess/BlackKing
/obj/structure/chess/blackking
name = "\improper Black King"
desc = "A black king chess piece. It can move one tile in any direction."
icon_state = "black_king"
+2 -2
View File
@@ -634,14 +634,14 @@
layer = WALL_OBJ_LAYER
density = TRUE
open = FALSE
opacity = 1
opacity = TRUE
else
icon_state = "open"
layer = SIGN_LAYER
density = FALSE
open = TRUE
opacity = 0
opacity = FALSE
/obj/structure/curtain/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/toy/crayon))