multiplicative blood - makes the majority of blood visuals use multiplicative blending
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@@ -10,7 +10,7 @@
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// And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var
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// Helper similar to image()
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE, alpha = 255, appearance_flags = NONE, color = "#FFFFFF")
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE, alpha = 255, appearance_flags = NONE, color = "#FFFFFF", blend_mode = BLEND_DEFAULT)
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var/mutable_appearance/MA = new()
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MA.icon = icon
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MA.icon_state = icon_state
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@@ -19,5 +19,6 @@
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MA.alpha = alpha
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MA.appearance_flags |= appearance_flags
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MA.color = color
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MA.blend_mode = blend_mode
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return MA
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@@ -3,6 +3,7 @@
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desc = "It's gooey. Perhaps it's the chef's cooking?"
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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blend_mode = BLEND_MULTIPLY
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_BLOOD
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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@@ -83,6 +84,7 @@
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name = "blood"
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icon = 'icons/effects/blood.dmi'
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desc = "Your instincts say you shouldn't be following these."
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blend_mode = BLEND_MULTIPLY
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random_icon_states = null
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beauty = -50
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persistent = TRUE
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@@ -32,7 +32,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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/obj/item/clothing/gloves/update_clothes_damaged_state()
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..()
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@@ -55,7 +55,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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/obj/item/clothing/head/update_clothes_damaged_state()
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..()
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@@ -36,7 +36,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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/obj/item/clothing/mask/update_clothes_damaged_state()
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..()
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@@ -13,7 +13,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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/obj/item/clothing/neck/tie
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name = "tie"
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@@ -82,7 +82,7 @@
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/clothing/feet_digi.dmi' : 'icons/effects/blood.dmi'
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. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
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. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -20,7 +20,7 @@
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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var/file2use = (style_flags & STYLE_ALL_TAURIC) ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/blood.dmi'
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. += mutable_appearance(file2use, "[blood_overlay_type]blood", color = blood_DNA_to_color())
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. += mutable_appearance(file2use, "[blood_overlay_type]blood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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@@ -29,7 +29,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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if(accessory_overlay)
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. += accessory_overlay
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@@ -209,7 +209,7 @@ There are several things that need to be remembered:
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inv.update_icon()
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if(!gloves && bloody_hands)
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
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if(get_num_arms(FALSE) < 2)
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if(has_left_hand(FALSE))
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bloody_overlay.icon_state = "bloodyhands_left"
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