Makes Taurs not render human legs (#2448)
Since taurs use their own sprite legs instead, we'll rely on those. This'll fix some fringe cases with nagas and the problem with driders completely covering their front drider legs. This will introduce some weirdness with cutting off limbs, since taur sprites have NO support for this, but I would need to completely refactor how we handle taurs to split up their sprites like that... And I'm not THAT good.
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@@ -521,8 +521,21 @@ generate/load female uniform sprites matching all previously decided variables
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. += "-[gender]"
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var/is_taur = FALSE
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var/mob/living/carbon/human/H = src
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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is_taur = TRUE
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
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if(is_taur)
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continue
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. += "-[BP.body_zone]"
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if(BP.status == BODYPART_ORGANIC)
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. += "-organic"
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@@ -234,11 +234,22 @@
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if(limb_icon_cache[icon_render_key])
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load_limb_from_cache()
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return
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//Taur code goes here, since humans just inherit this proc
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var/is_taur = FALSE
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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is_taur = TRUE
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//GENERATE NEW LIMBS
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var/list/new_limbs = list()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
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if(is_taur)
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continue
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new_limbs += BP.get_limb_icon()
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if(new_limbs.len)
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overlays_standing[BODYPARTS_LAYER] = new_limbs
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