multiplicative blood - makes the majority of blood visuals use multiplicative blending
This commit is contained in:
@@ -32,7 +32,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
|
||||
/obj/item/clothing/gloves/update_clothes_damaged_state()
|
||||
..()
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
|
||||
/obj/item/clothing/head/update_clothes_damaged_state()
|
||||
..()
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
|
||||
/obj/item/clothing/mask/update_clothes_damaged_state()
|
||||
..()
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
|
||||
/obj/item/clothing/neck/tie
|
||||
name = "tie"
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
|
||||
if(bloody)
|
||||
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/clothing/feet_digi.dmi' : 'icons/effects/blood.dmi'
|
||||
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
|
||||
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
|
||||
/obj/item/clothing/shoes/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
if(blood_DNA)
|
||||
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())
|
||||
. += mutable_appearance(file2use, "[blood_overlay_type]blood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
var/mob/living/carbon/human/M = loc
|
||||
if(ishuman(M) && M.w_uniform)
|
||||
var/obj/item/clothing/under/U = M.w_uniform
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
|
||||
@@ -209,7 +209,7 @@ There are several things that need to be remembered:
|
||||
inv.update_icon()
|
||||
|
||||
if(!gloves && bloody_hands)
|
||||
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
|
||||
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color(), blend_mode = BLEND_MULTIPLY)
|
||||
if(get_num_arms(FALSE) < 2)
|
||||
if(has_left_hand(FALSE))
|
||||
bloody_overlay.icon_state = "bloodyhands_left"
|
||||
|
||||
Reference in New Issue
Block a user