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.
This commit is contained in:
ktccd
2017-08-22 02:03:29 +02:00
committed by kevinz000
parent 7adf3b03a6
commit 987c0c35da
2 changed files with 24 additions and 0 deletions
@@ -521,8 +521,21 @@ generate/load female uniform sprites matching all previously decided variables
. += "-[gender]"
var/is_taur = FALSE
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
is_taur = TRUE
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
if(is_taur)
continue
. += "-[BP.body_zone]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
@@ -234,11 +234,22 @@
if(limb_icon_cache[icon_render_key])
load_limb_from_cache()
return
//Taur code goes here, since humans just inherit this proc
var/is_taur = FALSE
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
is_taur = TRUE
//GENERATE NEW LIMBS
var/list/new_limbs = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
if(is_taur)
continue
new_limbs += BP.get_limb_icon()
if(new_limbs.len)
overlays_standing[BODYPARTS_LAYER] = new_limbs