From a905c15dade044be6c4a68d82713b161c6fa0f2f Mon Sep 17 00:00:00 2001 From: CitadelStationBot Date: Wed, 26 Apr 2017 08:18:35 -0500 Subject: [PATCH] Replaces /image with /mutable_appearance (#556) * Replaces /image with /mutable_appearance, where appropriate * Update miscellaneous.dm * Delete miscellaneous.dm.rej * Delete pet.dm.rej * Update pet.dm * Update species.dm * Update miscellaneous.dm * Update species.dm * Update miscellaneous.dm * Delete species.dm.rej * Update species.dm pretty sure I got all the indentation correct THIS time, ffs * Update species.dm * Update species.dm fucking tabs man, fucking tabs. --- code/__HELPERS/icon_smoothing.dm | 30 +- code/__HELPERS/unsorted.dm | 8 +- code/_onclick/hud/action_button.dm | 3 +- code/_onclick/hud/parallax.dm | 6 +- code/_onclick/hud/screen_objects.dm | 17 +- .../subsystem/processing/overlays.dm | 10 +- code/datums/action.dm | 6 +- code/datums/antagonists/datum_clockcult.dm | 2 +- code/datums/dog_fashion.dm | 4 +- code/datums/mutable_appearance.dm | 18 + code/datums/mutations.dm | 14 +- code/game/gamemodes/blob/blobs/blob_mobs.dm | 6 +- code/game/gamemodes/blob/blobs/core.dm | 9 +- code/game/gamemodes/blob/blobs/node.dm | 9 +- .../clock_structures/geis_binding.dm | 3 +- .../ratvar_the_clockwork_justicar.dm | 2 +- .../clock_structures/tinkerers_daemon.dm | 11 +- code/game/gamemodes/cult/cult_items.dm | 6 +- code/game/gamemodes/cult/runes.dm | 10 +- .../gamemodes/devil/true_devil/inventory.dm | 15 +- code/game/gamemodes/nuclear/nuclearbomb.dm | 28 +- code/game/machinery/computer/apc_control.dm | 9 +- code/game/machinery/computer/message.dm | 4 +- code/game/machinery/doors/airlock.dm | 20 +- code/game/machinery/doors/brigdoors.dm | 2 +- code/game/machinery/iv_drip.dm | 20 +- code/game/machinery/status_display.dm | 4 +- code/game/machinery/vending.dm | 2 +- code/game/machinery/washing_machine.dm | 2 +- code/game/mecha/mecha_wreckage.dm | 2 +- code/game/mecha/working/ripley.dm | 4 +- .../effects/decals/cleanable/humans.dm | 24 +- code/game/objects/items.dm | 2 +- code/game/objects/items/crayons.dm | 9 +- code/game/objects/items/devices/PDA/PDA.dm | 26 +- code/game/objects/items/devices/aicard.dm | 4 +- code/game/objects/items/devices/flashlight.dm | 5 +- code/game/objects/items/robot/robot_items.dm | 2 +- code/game/objects/items/shooting_range.dm | 16 +- .../objects/items/weapons/chrono_eraser.dm | 4 +- .../objects/items/weapons/cigs_lighters.dm | 18 +- code/game/objects/items/weapons/cosmetics.dm | 6 +- code/game/objects/items/weapons/explosives.dm | 6 +- .../items/weapons/grenades/ghettobomb.dm | 17 +- .../objects/items/weapons/grenades/plastic.dm | 8 +- .../objects/items/weapons/holy_weapons.dm | 2 +- .../objects/items/weapons/pneumaticCannon.dm | 2 +- .../objects/items/weapons/storage/bags.dm | 4 +- .../objects/items/weapons/storage/boxes.dm | 2 +- .../objects/items/weapons/storage/fancy.dm | 16 +- .../objects/items/weapons/storage/secure.dm | 2 +- .../objects/items/weapons/storage/toolbox.dm | 2 +- .../objects/items/weapons/tanks/watertank.dm | 4 +- code/game/objects/obj_defense.dm | 2 +- .../structures/beds_chairs/alien_nest.dm | 6 +- .../objects/structures/beds_chairs/chair.dm | 4 +- code/game/objects/structures/electricchair.dm | 2 +- code/game/objects/structures/guncase.dm | 6 +- .../structures/transit_tubes/transit_tube.dm | 16 +- code/game/objects/structures/watercloset.dm | 2 +- code/game/objects/structures/window.dm | 6 +- code/game/turfs/closed.dm | 6 +- code/game/turfs/open.dm | 17 +- code/game/turfs/simulated/minerals.dm | 15 +- code/modules/admin/verbs/pray.dm | 6 +- code/modules/assembly/holder.dm | 11 +- .../atmospherics/machinery/atmosmachinery.dm | 15 +- .../atmospherics/machinery/other/miner.dm | 9 +- code/modules/clothing/clothing.dm | 36 +- .../modules/clothing/spacesuits/chronosuit.dm | 16 - code/modules/clothing/spacesuits/hardsuit.dm | 6 +- code/modules/clothing/suits/miscellaneous.dm | 1089 ++++++++--------- code/modules/detectivework/evidence.dm | 15 +- code/modules/events/portal_storm.dm | 4 +- .../drinks/drinks/drinkingglass.dm | 12 +- .../food_and_drinks/food/customizables.dm | 41 +- code/modules/food_and_drinks/food/snacks.dm | 8 +- .../food_and_drinks/food/snacks/meat.dm | 6 +- .../food_and_drinks/food/snacks_other.dm | 4 +- .../food_and_drinks/food/snacks_pie.dm | 2 +- .../kitchen_machinery/gibber.dm | 10 +- code/modules/food_and_drinks/pizzabox.dm | 19 +- code/modules/games/cards.dm | 29 +- code/modules/holiday/easter.dm | 4 +- .../hydroponics/beekeeping/honeycomb.dm | 10 +- code/modules/hydroponics/grown/towercap.dm | 5 +- code/modules/hydroponics/hydroponics.dm | 25 +- code/modules/hydroponics/sample.dm | 6 +- code/modules/mining/equipment.dm | 20 +- code/modules/mining/fulton.dm | 12 +- code/modules/mining/lavaland/ruins/gym.dm | 7 +- code/modules/mining/ores_coins.dm | 2 +- code/modules/mob/dead/observer/observer.dm | 32 +- .../carbon/alien/humanoid/update_icons.dm | 10 +- .../modules/mob/living/carbon/alien/screen.dm | 3 +- .../carbon/alien/special/alien_embryo.dm | 2 +- code/modules/mob/living/carbon/carbon.dm | 2 +- code/modules/mob/living/carbon/human/human.dm | 18 +- .../mob/living/carbon/human/species.dm | 250 ++-- .../mob/living/carbon/human/update_icons.dm | 78 +- .../mob/living/carbon/monkey/update_icons.dm | 9 +- .../modules/mob/living/carbon/update_icons.dm | 36 +- code/modules/mob/living/living.dm | 4 +- code/modules/mob/living/silicon/robot/life.dm | 6 +- .../modules/mob/living/silicon/robot/robot.dm | 4 +- .../living/simple_animal/bot/construction.dm | 4 +- .../mob/living/simple_animal/bot/ed209bot.dm | 2 +- .../mob/living/simple_animal/bot/medbot.dm | 2 +- .../mob/living/simple_animal/friendly/dog.dm | 18 +- .../friendly/drone/visuals_icons.dm | 21 +- .../mob/living/simple_animal/friendly/pet.dm | 14 +- .../living/simple_animal/guardian/guardian.dm | 13 +- .../simple_animal/guardian/types/protector.dm | 6 +- .../mob/living/simple_animal/hostile/bear.dm | 4 +- .../mob/living/simple_animal/hostile/bees.dm | 24 +- .../mob/living/simple_animal/hostile/mimic.dm | 8 +- .../living/simple_animal/hostile/mushroom.dm | 16 +- .../simple_animal/hostile/retaliate/ghost.dm | 11 +- .../mob/living/simple_animal/slime/slime.dm | 2 +- code/modules/mob/mob_helpers.dm | 17 +- code/modules/paperwork/paper.dm | 4 +- code/modules/paperwork/paperbin.dm | 2 +- code/modules/paperwork/paperplane.dm | 3 +- code/modules/power/apc.dm | 45 +- code/modules/power/cell.dm | 6 +- code/modules/power/generator.dm | 4 +- code/modules/power/singularity/collector.dm | 4 +- code/modules/power/singularity/narsie.dm | 2 +- code/modules/power/smes.dm | 29 +- code/modules/power/solar.dm | 7 +- code/modules/power/turbine.dm | 10 +- code/modules/projectiles/guns/energy.dm | 11 +- .../guns/energy/kinetic_accelerator.dm | 5 +- .../chemistry/machinery/chem_dispenser.dm | 9 +- .../reagents/pyrotechnic_reagents.dm | 2 +- .../reagents/reagent_containers/bottle.dm | 2 +- .../reagents/reagent_containers/dropper.dm | 2 +- .../reagents/reagent_containers/glass.dm | 2 +- .../reagents/reagent_containers/syringes.dm | 7 +- code/modules/recycling/disposal-unit.dm | 8 +- code/modules/research/message_server.dm | 2 +- .../ruins/objects_and_mobs/necropolis_gate.dm | 2 +- code/modules/shuttle/manipulator.dm | 4 +- code/modules/spells/spell_types/lightning.dm | 7 +- code/modules/station_goals/bsa.dm | 9 +- code/modules/surgery/bodyparts/bodyparts.dm | 69 +- code/modules/surgery/bodyparts/head.dm | 45 +- .../surgery/organs/augments_internal.dm | 2 +- code/modules/vehicles/atv.dm | 6 +- code/modules/vehicles/speedbike.dm | 5 +- tgstation.dme | 1 + 151 files changed, 1379 insertions(+), 1531 deletions(-) create mode 100644 code/datums/mutable_appearance.dm diff --git a/code/__HELPERS/icon_smoothing.dm b/code/__HELPERS/icon_smoothing.dm index d890788c91..de46e18fde 100644 --- a/code/__HELPERS/icon_smoothing.dm +++ b/code/__HELPERS/icon_smoothing.dm @@ -1,7 +1,7 @@ //generic (by snowflake) tile smoothing code; smooth your icons with this! /* - Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images + Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1. If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null; Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF. @@ -44,7 +44,6 @@ #define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi' #define DEFAULT_UNDERLAY_ICON_STATE "plating" -#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE) /atom/var/smooth = SMOOTH_FALSE /atom/var/top_left_corner @@ -157,14 +156,16 @@ /turf/closed/wall/diagonal_smooth(adjacencies) adjacencies = reverse_ndir(..()) if(adjacencies) - var/list/U = list() + var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER) + var/list/U = list(underlay_appearance) if(fixed_underlay) if(fixed_underlay["space"]) - var/image/I = image('icons/turf/space.dmi', SPACE_ICON_STATE, layer=TURF_LAYER) - I.plane = PLANE_SPACE - U += I + underlay_appearance.icon = 'icons/turf/space.dmi' + underlay_appearance.icon_state = SPACE_ICON_STATE + underlay_appearance.plane = PLANE_SPACE else - U += image(fixed_underlay["icon"], fixed_underlay["icon_state"], layer=TURF_LAYER) + underlay_appearance.icon = fixed_underlay["icon"] + underlay_appearance.icon_state = fixed_underlay["icon_state"] else var/turf/T = get_step(src, turn(adjacencies, 180)) if(T && (T.density || T.smooth)) @@ -173,15 +174,18 @@ T = get_step(src, turn(adjacencies, 225)) if(isspaceturf(T) && !istype(T, /turf/open/space/transit)) - var/image/I = image('icons/turf/space.dmi', SPACE_ICON_STATE, layer=TURF_LAYER) - I.plane = PLANE_SPACE - U += I + underlay_appearance.icon = 'icons/turf/space.dmi' + underlay_appearance.icon_state = SPACE_ICON_STATE + underlay_appearance.plane = PLANE_SPACE else if(T && !T.density && !T.smooth) - U += T + underlay_appearance.icon = T.icon + underlay_appearance.icon_state = T.icon_state else if(baseturf && !initial(baseturf.density) && !initial(baseturf.smooth)) - U += image(initial(baseturf.icon), initial(baseturf.icon_state), layer=TURF_LAYER) + underlay_appearance.icon = initial(baseturf.icon) + underlay_appearance.icon_state = initial(baseturf.icon_state) else - U += DEFAULT_UNDERLAY_IMAGE + underlay_appearance.icon = DEFAULT_UNDERLAY_ICON + underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE underlays = U diff --git a/code/__HELPERS/unsorted.dm b/code/__HELPERS/unsorted.dm index 35e66d5f4b..a7338a0c5d 100644 --- a/code/__HELPERS/unsorted.dm +++ b/code/__HELPERS/unsorted.dm @@ -1138,13 +1138,13 @@ B --><-- A if(location == src) return 1 -/proc/flick_overlay_static(image/I, atom/A, duration) +/proc/flick_overlay_static(O, atom/A, duration) set waitfor = 0 - if(!A || !I) + if(!A || !O) return - A.add_overlay(I) + A.add_overlay(O) sleep(duration) - A.cut_overlay(I) + A.cut_overlay(O) /proc/get_areas_in_z(zlevel) . = list() diff --git a/code/_onclick/hud/action_button.dm b/code/_onclick/hud/action_button.dm index 407137dfcf..96a07bad24 100644 --- a/code/_onclick/hud/action_button.dm +++ b/code/_onclick/hud/action_button.dm @@ -57,8 +57,7 @@ /obj/screen/movable/action_button/hide_toggle/proc/UpdateIcon() cut_overlays() - var/image/img = image(hide_icon, src, hidden ? show_state : hide_state) - add_overlay(img) + add_overlay(mutable_appearance(hide_icon, hidden ? show_state : hide_state)) /obj/screen/movable/action_button/MouseEntered(location,control,params) diff --git a/code/_onclick/hud/parallax.dm b/code/_onclick/hud/parallax.dm index df0894403c..4bf86f414b 100644 --- a/code/_onclick/hud/parallax.dm +++ b/code/_onclick/hud/parallax.dm @@ -261,9 +261,9 @@ for(var/y in -count to count) if(x == 0 && y == 0) continue - var/image/I = image(icon, null, icon_state) - I.transform = matrix(1, 0, x*480, 0, 1, y*480) - new_overlays += I + var/mutable_appearance/texture_overlay = mutable_appearance(icon, icon_state) + texture_overlay.transform = matrix(1, 0, x*480, 0, 1, y*480) + new_overlays += texture_overlay cut_overlays() add_overlay(new_overlays) view_sized = view diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm index b9c791a168..a3a60b1f31 100644 --- a/code/_onclick/hud/screen_objects.dm +++ b/code/_onclick/hud/screen_objects.dm @@ -134,21 +134,16 @@ icon_state = icon_empty /obj/screen/inventory/hand - var/image/active_overlay - var/image/handcuff_overlay - var/image/blocked_overlay + var/mutable_appearance/handcuff_overlay + var/static/mutable_appearance/blocked_overlay = mutable_appearance('icons/mob/screen_gen.dmi', "blocked") var/held_index = 0 /obj/screen/inventory/hand/update_icon() ..() - if(!active_overlay) - active_overlay = image("icon"=icon, "icon_state"="hand_active") if(!handcuff_overlay) var/state = (!(held_index % 2)) ? "markus" : "gabrielle" - handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state) - if(!blocked_overlay) - blocked_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"="blocked") + handcuff_overlay = mutable_appearance('icons/mob/screen_gen.dmi', state) cut_overlays() @@ -163,7 +158,7 @@ add_overlay(blocked_overlay) if(held_index == hud.mymob.active_hand_index) - add_overlay(active_overlay) + add_overlay("hand_active") /obj/screen/inventory/hand/Click(location, control, params) @@ -445,7 +440,7 @@ /obj/screen/zone_sel/update_icon(mob/user) cut_overlays() - add_overlay(image('icons/mob/screen_gen.dmi', "[selecting]")) + add_overlay(mutable_appearance('icons/mob/screen_gen.dmi', "[selecting]")) user.zone_selected = selecting /obj/screen/zone_sel/alien @@ -453,7 +448,7 @@ /obj/screen/zone_sel/alien/update_icon(mob/user) cut_overlays() - add_overlay(image('icons/mob/screen_alien.dmi', "[selecting]")) + add_overlay(mutable_appearance('icons/mob/screen_alien.dmi', "[selecting]")) user.zone_selected = selecting /obj/screen/zone_sel/robot diff --git a/code/controllers/subsystem/processing/overlays.dm b/code/controllers/subsystem/processing/overlays.dm index 1a42944bb5..1aa76e6b3d 100644 --- a/code/controllers/subsystem/processing/overlays.dm +++ b/code/controllers/subsystem/processing/overlays.dm @@ -55,7 +55,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays) /proc/iconstate2appearance(icon, iconstate) var/static/image/stringbro = new() - var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches + var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches var/list/cached_icon = icon_states_cache[icon] if (cached_icon) var/cached_appearance = cached_icon["[iconstate]"] @@ -91,7 +91,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays) new_overlays[i] = iconstate2appearance(icon, cached_overlay) else if(isicon(cached_overlay)) new_overlays[i] = icon2appearance(cached_overlay) - else //image probable + else //image/mutable_appearance probable appearance_bro.appearance = cached_overlay if(!ispath(cached_overlay)) appearance_bro.dir = cached_overlay.dir @@ -99,11 +99,11 @@ PROCESSING_SUBSYSTEM_DEF(overlays) return new_overlays #define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED)) -#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.processing += src; +#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.processing += src; /atom/proc/cut_overlays(priority = FALSE) var/list/cached_overlays = our_overlays var/list/cached_priority = priority_overlays - + var/need_compile = FALSE if(LAZYLEN(cached_overlays)) //don't queue empty lists, don't cut priority overlays @@ -165,7 +165,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays) if(cut_old) cut_overlays() return - + var/list/cached_other = other.our_overlays if(cached_other) if(cut_old || !LAZYLEN(our_overlays)) diff --git a/code/datums/action.dm b/code/datums/action.dm index bd18d646e2..08239492f3 100644 --- a/code/datums/action.dm +++ b/code/datums/action.dm @@ -110,12 +110,8 @@ /datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button) if(icon_icon && button_icon_state && current_button.button_icon_state != button_icon_state) - var/image/img - img = image(icon_icon, current_button, button_icon_state) - img.pixel_x = 0 - img.pixel_y = 0 current_button.cut_overlays(TRUE) - current_button.add_overlay(img) + current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state)) current_button.button_icon_state = button_icon_state diff --git a/code/datums/antagonists/datum_clockcult.dm b/code/datums/antagonists/datum_clockcult.dm index 89be685f76..0c39b5a989 100644 --- a/code/datums/antagonists/datum_clockcult.dm +++ b/code/datums/antagonists/datum_clockcult.dm @@ -83,7 +83,7 @@ var/mob/living/silicon/ai/A = S A.can_be_carded = FALSE A.requires_power = POWER_REQ_CLOCKCULT - var/list/AI_frame = list(image('icons/mob/clockwork_mobs.dmi', A, "aiframe")) //make the AI's cool frame + var/list/AI_frame = list(mutable_appearance('icons/mob/clockwork_mobs.dmi', "aiframe")) //make the AI's cool frame for(var/d in GLOB.cardinal) AI_frame += image('icons/mob/clockwork_mobs.dmi', A, "eye[rand(1, 10)]", dir = d) //the eyes are randomly fast or slow A.add_overlay(AI_frame) diff --git a/code/datums/dog_fashion.dm b/code/datums/dog_fashion.dm index 75c8379524..c798f35218 100644 --- a/code/datums/dog_fashion.dm +++ b/code/datums/dog_fashion.dm @@ -31,9 +31,9 @@ if(speak_emote) D.speak_emote = speak_emote -/datum/dog_fashion/proc/get_image(var/dir) +/datum/dog_fashion/proc/get_overlay(var/dir) if(icon_file && obj_icon_state) - var/image/corgI = image(icon_file, icon_state = obj_icon_state, dir = dir) + var/image/corgI = image(icon_file, obj_icon_state, dir = dir) corgI.alpha = obj_alpha corgI.color = obj_color return corgI diff --git a/code/datums/mutable_appearance.dm b/code/datums/mutable_appearance.dm new file mode 100644 index 0000000000..1cb3a97d9f --- /dev/null +++ b/code/datums/mutable_appearance.dm @@ -0,0 +1,18 @@ +// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM. +// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity. +// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug. + +// Mutable appearances are children of images, just so you know. + +/mutable_appearance/New() + ..() + plane = FLOAT_PLANE // No clue why this is 0 by default yet images are on FLOAT_PLANE + // And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var + +// Helper similar to image() +/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER) + var/mutable_appearance/MA = new() + MA.icon = icon + MA.icon_state = icon_state + MA.layer = layer + return MA \ No newline at end of file diff --git a/code/datums/mutations.dm b/code/datums/mutations.dm index 55f2b03161..caab422e8b 100644 --- a/code/datums/mutations.dm +++ b/code/datums/mutations.dm @@ -15,7 +15,7 @@ GLOBAL_LIST_EMPTY(mutations_list) var/lowest_value = 256 * 8 var/text_gain_indication = "" var/text_lose_indication = "" - var/list/visual_indicators = list() + var/list/mutable_appearance/visual_indicators = list() var/layer_used = MUTATIONS_LAYER //which mutation layer to use var/list/species_allowed = list() //to restrict mutation to only certain species var/health_req //minimum health required to acquire the mutation @@ -161,7 +161,7 @@ GLOBAL_LIST_EMPTY(mutations_list) /datum/mutation/human/telekinesis/New() ..() - visual_indicators |= image("icon"='icons/effects/genetics.dmi', "icon_state"="telekinesishead", "layer"=-MUTATIONS_LAYER) + visual_indicators |= mutable_appearance('icons/effects/genetics.dmi', "telekinesishead", -MUTATIONS_LAYER) /datum/mutation/human/telekinesis/get_visual_indicator(mob/living/carbon/human/owner) return visual_indicators[1] @@ -180,7 +180,7 @@ GLOBAL_LIST_EMPTY(mutations_list) /datum/mutation/human/cold_resistance/New() ..() - visual_indicators |= image("icon"='icons/effects/genetics.dmi', "icon_state"="fire", "layer"=-MUTATIONS_LAYER) + visual_indicators |= mutable_appearance('icons/effects/genetics.dmi', "fire", -MUTATIONS_LAYER) /datum/mutation/human/cold_resistance/get_visual_indicator(mob/living/carbon/human/owner) return visual_indicators[1] @@ -618,7 +618,7 @@ GLOBAL_LIST_EMPTY(mutations_list) /datum/mutation/human/laser_eyes/New() ..() - visual_indicators |= image("icon"='icons/effects/genetics.dmi', "icon_state"="lasereyes", "layer"=-FRONT_MUTATIONS_LAYER) + visual_indicators |= mutable_appearance('icons/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER) /datum/mutation/human/laser_eyes/get_visual_indicator(mob/living/carbon/human/owner) return visual_indicators[1] @@ -640,11 +640,11 @@ GLOBAL_LIST_EMPTY(mutations_list) var/list/mut_overlay = list() if(overlays_standing[CM.layer_used]) mut_overlay = overlays_standing[CM.layer_used] - var/image/V = CM.get_visual_indicator(src) + var/mutable_appearance/V = CM.get_visual_indicator(src) if(!mut_overlay.Find(V)) //either we lack the visual indicator or we have the wrong one remove_overlay(CM.layer_used) - for(var/image/I in CM.visual_indicators) - mut_overlay.Remove(I) + for(var/mutable_appearance/MA in CM.visual_indicators) + mut_overlay.Remove(MA) mut_overlay |= V overlays_standing[CM.layer_used] = mut_overlay apply_overlay(CM.layer_used) diff --git a/code/game/gamemodes/blob/blobs/blob_mobs.dm b/code/game/gamemodes/blob/blobs/blob_mobs.dm index 7a8bc7f517..46853995cb 100644 --- a/code/game/gamemodes/blob/blobs/blob_mobs.dm +++ b/code/game/gamemodes/blob/blobs/blob_mobs.dm @@ -179,11 +179,11 @@ remove_atom_colour(FIXED_COLOUR_PRIORITY) if(is_zombie) copy_overlays(oldguy, TRUE) - var/image/I = image('icons/mob/blob.dmi', icon_state = "blob_head") + var/mutable_appearance/blob_head_overlay = mutable_appearance('icons/mob/blob.dmi', "blob_head") if(overmind) - I.color = overmind.blob_reagent_datum.complementary_color + blob_head_overlay.color = overmind.blob_reagent_datum.complementary_color color = initial(color)//looks better. - add_overlay(I) + add_overlay(blob_head_overlay) /mob/living/simple_animal/hostile/blob/blobspore/weak name = "fragile blob spore" diff --git a/code/game/gamemodes/blob/blobs/core.dm b/code/game/gamemodes/blob/blobs/core.dm index 7ae47f4c0e..6ee0a56cee 100644 --- a/code/game/gamemodes/blob/blobs/core.dm +++ b/code/game/gamemodes/blob/blobs/core.dm @@ -33,12 +33,11 @@ /obj/structure/blob/core/update_icon() cut_overlays() color = null - var/image/I = new('icons/mob/blob.dmi', "blob") + var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob") if(overmind) - I.color = overmind.blob_reagent_datum.color - add_overlay(I) - var/image/C = new('icons/mob/blob.dmi', "blob_core_overlay") - add_overlay(C) + blob_overlay.color = overmind.blob_reagent_datum.color + add_overlay(blob_overlay) + add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_core_overlay")) /obj/structure/blob/core/Destroy() GLOB.blob_cores -= src diff --git a/code/game/gamemodes/blob/blobs/node.dm b/code/game/gamemodes/blob/blobs/node.dm index d778323ac2..ba92b7e03f 100644 --- a/code/game/gamemodes/blob/blobs/node.dm +++ b/code/game/gamemodes/blob/blobs/node.dm @@ -21,12 +21,11 @@ /obj/structure/blob/node/update_icon() cut_overlays() color = null - var/image/I = new('icons/mob/blob.dmi', "blob") + var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob") if(overmind) - I.color = overmind.blob_reagent_datum.color - add_overlay(I) - var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay") - add_overlay(C) + blob_overlay.color = overmind.blob_reagent_datum.color + add_overlay(blob_overlay) + add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_node_overlay")) /obj/structure/blob/node/Destroy() GLOB.blob_nodes -= src diff --git a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm index 31b8801028..1203c7119a 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm @@ -42,8 +42,7 @@ icon_state = "geisbinding" mob_layer = M.layer layer = M.layer - 0.01 - var/image/GB = new('icons/effects/clockwork_effects.dmi', src, "geisbinding_top", M.layer + 0.01) - add_overlay(GB) + add_overlay(mutable_appearance('icons/effects/clockwork_effects.dmi', "geisbinding_top", M.layer + 0.01)) for(var/obj/item/I in M.held_items) M.dropItemToGround(I) for(var/i in M.get_empty_held_indexes()) diff --git a/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm b/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm index ffc3d5e1a1..9b2d868730 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/ratvar_the_clockwork_justicar.dm @@ -25,7 +25,7 @@ START_PROCESSING(SSobj, src) send_to_playing_players("\"[text2ratvar("ONCE AGAIN MY LIGHT SHALL SHINE ACROSS THIS PATHETIC REALM")]!!\"") send_to_playing_players('sound/effects/ratvar_reveal.ogg') - var/image/alert_overlay = image('icons/effects/clockwork_effects.dmi', "ratvar_alert") + var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/clockwork_effects.dmi', "ratvar_alert") var/area/A = get_area(src) notify_ghosts("The Justiciar's light calls to you! Reach out to Ratvar in [A.name] to be granted a shell to spread his glory!", null, source = src, alert_overlay = alert_overlay) INVOKE_ASYNC(SSshuttle.emergency, /obj/docking_port/mobile/emergency..proc/request, null, 0) diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm index 727f13fea4..22ea9e2ce5 100644 --- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm +++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm @@ -14,8 +14,8 @@ debris = list(/obj/item/clockwork/alloy_shards/medium = 1, \ /obj/item/clockwork/alloy_shards/small = 6, \ /obj/item/clockwork/component/replicant_alloy/replication_plate = 1) - var/image/daemon_glow - var/image/component_glow + var/static/mutable_appearance/daemon_glow = mutable_appearance('icons/obj/clockwork_objects.dmi', "tinkerglow") + var/static/mutable_appearance/component_glow = mutable_appearance('icons/obj/clockwork_objects.dmi', "t_random_component") var/component_id_to_produce var/production_time = 0 //last time we produced a component var/production_cooldown = 120 @@ -119,14 +119,9 @@ . = ..() if(active) var/component_color = get_component_color(component_id_to_produce) - if(!daemon_glow) - daemon_glow = new('icons/obj/clockwork_objects.dmi', "tinkerglow") daemon_glow.color = component_color add_overlay(daemon_glow) - if(!component_glow) - component_glow = new('icons/obj/clockwork_objects.dmi', "t_[component_id_to_produce ? component_id_to_produce :"random_component"]") - else - component_glow.icon_state = "t_[component_id_to_produce ? component_id_to_produce :"random_component"]" + component_glow.icon_state = "t_[component_id_to_produce ? component_id_to_produce :"random_component"]" component_glow.color = component_color add_overlay(component_glow) production_time = world.time + production_cooldown //don't immediately produce when turned on after being off diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 8d87eeb4fc..a90aeb78bc 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -201,9 +201,9 @@ return 0 /obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands) - . = list() - if(!isinhands && current_charges) - . += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "shield-cult") + . = list() + if(!isinhands && current_charges) + . += mutable_appearance('icons/effects/effects.dmi', "shield-cult", MOB_LAYER + 0.01) /obj/item/clothing/suit/hooded/cultrobes/berserker name = "flagellant's robes" diff --git a/code/game/gamemodes/cult/runes.dm b/code/game/gamemodes/cult/runes.dm index 2e2ff9c46b..296b248938 100644 --- a/code/game/gamemodes/cult/runes.dm +++ b/code/game/gamemodes/cult/runes.dm @@ -775,11 +775,11 @@ structure_check() searches for nearby cultist structures required for the invoca deltimer(density_timer) air_update_turf(1) if(density) - var/image/I = image(layer = ABOVE_MOB_LAYER, icon = 'icons/effects/effects.dmi', icon_state = "barriershimmer") - I.appearance_flags = RESET_COLOR - I.alpha = 60 - I.color = "#701414" - add_overlay(I) + var/mutable_appearance/shimmer = mutable_appearance('icons/effects/effects.dmi', "barriershimmer", ABOVE_MOB_LAYER) + shimmer.appearance_flags |= RESET_COLOR + shimmer.alpha = 60 + shimmer.color = "#701414" + add_overlay(shimmer) add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY) else cut_overlays() diff --git a/code/game/gamemodes/devil/true_devil/inventory.dm b/code/game/gamemodes/devil/true_devil/inventory.dm index c474eaf116..778c421616 100644 --- a/code/game/gamemodes/devil/true_devil/inventory.dm +++ b/code/game/gamemodes/devil/true_devil/inventory.dm @@ -5,7 +5,7 @@ return 0 /mob/living/carbon/true_devil/update_inv_hands() - //TODO LORDPIDEY: Figure out how to make the hands line up properly. the l/r_hand_image should use the down sprite when facing down, left, or right, and the up sprite when facing up. + //TODO LORDPIDEY: Figure out how to make the hands line up properly. the l/r_hand_overlay should use the down sprite when facing down, left, or right, and the up sprite when facing up. remove_overlay(DEVIL_HANDS_LAYER) var/list/hands_overlays = list() var/obj/item/l_hand = get_item_for_held_index(1) //hardcoded 2-hands only, for now. @@ -17,9 +17,9 @@ if(!r_state) r_state = r_hand.icon_state - var/image/r_hand_image = r_hand.build_worn_icon(state = r_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) + var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(state = r_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) - hands_overlays += r_hand_image + hands_overlays += r_hand_overlay if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) r_hand.layer = ABOVE_HUD_LAYER @@ -33,9 +33,9 @@ if(!l_state) l_state = l_hand.icon_state - var/image/l_hand_image = l_hand.build_worn_icon(state = l_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) + var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(state = l_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) - hands_overlays += l_hand_image + hands_overlays += l_hand_overlay if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) l_hand.layer = ABOVE_HUD_LAYER @@ -54,6 +54,5 @@ /mob/living/carbon/true_devil/apply_overlay(cache_index) - var/image/I = devil_overlays[cache_index] - if(I) - add_overlay(I) + if((. = devil_overlays[cache_index])) + add_overlay(.) diff --git a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm index 575db19f5c..1f01b38860 100644 --- a/code/game/gamemodes/nuclear/nuclearbomb.dm +++ b/code/game/gamemodes/nuclear/nuclearbomb.dm @@ -37,8 +37,8 @@ var/previous_level = "" var/obj/item/nuke_core/core = null var/deconstruction_state = NUKESTATE_INTACT - var/image/lights = null - var/image/interior = null + var/lights = "" + var/interior = "" var/obj/effect/countdown/nuclearbomb/countdown var/static/bomb_set @@ -201,30 +201,32 @@ cut_overlay(interior) switch(deconstruction_state) if(NUKESTATE_UNSCREWED) - interior = image(icon,"panel-unscrewed") + interior = "panel-unscrewed" if(NUKESTATE_PANEL_REMOVED) - interior = image(icon,"panel-removed") + interior = "panel-removed" if(NUKESTATE_WELDED) - interior = image(icon,"plate-welded") + interior = "plate-welded" if(NUKESTATE_CORE_EXPOSED) - interior = image(icon,"plate-removed") + interior = "plate-removed" if(NUKESTATE_CORE_REMOVED) - interior = image(icon,"core-removed") + interior = "core-removed" if(NUKESTATE_INTACT) - interior = null + return add_overlay(interior) /obj/machinery/nuclearbomb/proc/update_icon_lights() - cut_overlay(lights) + if(lights) + cut_overlay(lights) switch(get_nuke_state()) if(NUKE_OFF_LOCKED) - lights = null + lights = "" + return if(NUKE_OFF_UNLOCKED) - lights = image(icon,"lights-safety") + lights = "lights-safety" if(NUKE_ON_TIMING) - lights = image(icon,"lights-timing") + lights = "lights-timing" if(NUKE_ON_EXPLODING) - lights = image(icon,"lights-exploding") + lights = "lights-exploding" add_overlay(lights) /obj/machinery/nuclearbomb/process() diff --git a/code/game/machinery/computer/apc_control.dm b/code/game/machinery/computer/apc_control.dm index 39bd31bdb7..753cd42a4f 100644 --- a/code/game/machinery/computer/apc_control.dm +++ b/code/game/machinery/computer/apc_control.dm @@ -96,7 +96,6 @@ return if(!usr || !usr.canUseTopic(src) || usr.incapacitated() || stat || QDELETED(src)) return - var/image/I = image(src) //For feedback message flavor if(href_list["authenticate"]) var/obj/item/weapon/card/id/ID = usr.get_active_held_item() if(!istype(ID)) @@ -117,24 +116,24 @@ authenticated = FALSE auth_id = "\[NULL\]" if(href_list["restore_logging"]) - to_chat(usr, "\icon[I] Logging functionality restored from backup data.") + to_chat(usr, "\icon[src] Logging functionality restored from backup data.") emagged = FALSE LAZYADD(logs, "-=- Logging restored to full functionality at this point -=-") if(href_list["access_apc"]) playsound(src, "terminal_type", 50, 0) var/obj/machinery/power/apc/APC = locate(href_list["access_apc"]) in GLOB.apcs_list if(!APC || APC.aidisabled || APC.panel_open || QDELETED(APC)) - to_chat(usr, "\icon[I] APC does not return interface request. Remote access may be disabled.") + to_chat(usr, "\icon[src] APC does not return interface request. Remote access may be disabled.") return if(active_apc) - to_chat(usr, "\icon[I] Disconnected from [active_apc].") + to_chat(usr, "\icon[src] Disconnected from [active_apc].") active_apc.say("Remote access canceled. Interface locked.") playsound(active_apc, 'sound/machines/BoltsDown.ogg', 25, 0) playsound(active_apc, 'sound/machines/terminal_alert.ogg', 50, 0) active_apc.locked = TRUE active_apc.update_icon() active_apc = null - to_chat(usr, "\icon[I] Connected to APC in [get_area(APC)]. Interface request sent.") + to_chat(usr, "\icon[src] Connected to APC in [get_area(APC)]. Interface request sent.") log_activity("remotely accessed APC in [get_area(APC)]") APC.interact(usr, GLOB.not_incapacitated_state) playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0) diff --git a/code/game/machinery/computer/message.dm b/code/game/machinery/computer/message.dm index 0b61f19f0a..c97f487718 100644 --- a/code/game/machinery/computer/message.dm +++ b/code/game/machinery/computer/message.dm @@ -419,7 +419,7 @@ to_chat(H, "\icon[customrecepient] Message from [customsender] ([customjob]), \"[custommessage]\" (Reply)") log_pda("[usr]/([usr.ckey]) (PDA: [customsender]) sent \"[custommessage]\" to [customrecepient.owner]") customrecepient.cut_overlays() - customrecepient.add_overlay(image('icons/obj/pda.dmi', "pda-r")) + customrecepient.add_overlay(mutable_appearance('icons/obj/pda.dmi', "pda-r")) //Sender is faking as someone who exists else src.linkedServer.send_pda_message("[customrecepient.owner]", "[PDARec.owner]","[custommessage]") @@ -432,7 +432,7 @@ to_chat(H, "\icon[customrecepient] Message from [PDARec.owner] ([customjob]), \"[custommessage]\" (Reply)") log_pda("[usr]/([usr.ckey]) (PDA: [PDARec.owner]) sent \"[custommessage]\" to [customrecepient.owner]") customrecepient.cut_overlays() - customrecepient.add_overlay(image('icons/obj/pda.dmi', "pda-r")) + customrecepient.add_overlay(mutable_appearance('icons/obj/pda.dmi', "pda-r")) //Finally.. ResetMessage() diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index c8555e47ad..a9331cd142 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -366,13 +366,13 @@ set_airlock_overlays(state) /obj/machinery/door/airlock/proc/set_airlock_overlays(state) - var/image/frame_overlay - var/image/filling_overlay - var/image/lights_overlay - var/image/panel_overlay - var/image/weld_overlay - var/image/damag_overlay - var/image/sparks_overlay + var/mutable_appearance/frame_overlay + var/mutable_appearance/filling_overlay + var/mutable_appearance/lights_overlay + var/mutable_appearance/panel_overlay + var/mutable_appearance/weld_overlay + var/mutable_appearance/damag_overlay + var/mutable_appearance/sparks_overlay switch(state) if(AIRLOCK_CLOSED) @@ -494,10 +494,8 @@ pass(A) //suppress unused warning var/list/airlock_overlays = A.airlock_overlays var/iconkey = "[icon_state][icon_file]" - if(airlock_overlays[iconkey]) - return airlock_overlays[iconkey] - airlock_overlays[iconkey] = image(icon_file, icon_state) - return airlock_overlays[iconkey] + if((!(. = airlock_overlays[iconkey]))) + . = airlock_overlays[iconkey] = mutable_appearance(icon_file, icon_state) /obj/machinery/door/airlock/do_animate(animation) switch(animation) diff --git a/code/game/machinery/doors/brigdoors.dm b/code/game/machinery/doors/brigdoors.dm index b37db06ac2..d9aafa1b5a 100644 --- a/code/game/machinery/doors/brigdoors.dm +++ b/code/game/machinery/doors/brigdoors.dm @@ -184,7 +184,7 @@ if(maptext) maptext = "" cut_overlays() - add_overlay(image('icons/obj/status_display.dmi', icon_state=state)) + add_overlay(mutable_appearance('icons/obj/status_display.dmi', state)) //Checks to see if there's 1 line or 2, adds text-icons-numbers/letters over display diff --git a/code/game/machinery/iv_drip.dm b/code/game/machinery/iv_drip.dm index e4e1f7e75d..e6d8469943 100644 --- a/code/game/machinery/iv_drip.dm +++ b/code/game/machinery/iv_drip.dm @@ -36,27 +36,27 @@ else add_overlay("beakeridle") if(beaker.reagents.total_volume) - var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent") + var/mutable_appearance/filling_overlay = mutable_appearance('icons/obj/iv_drip.dmi', "reagent") var/percent = round((beaker.reagents.total_volume / beaker.volume) * 100) switch(percent) if(0 to 9) - filling.icon_state = "reagent0" + filling_overlay.icon_state = "reagent0" if(10 to 24) - filling.icon_state = "reagent10" + filling_overlay.icon_state = "reagent10" if(25 to 49) - filling.icon_state = "reagent25" + filling_overlay.icon_state = "reagent25" if(50 to 74) - filling.icon_state = "reagent50" + filling_overlay.icon_state = "reagent50" if(75 to 79) - filling.icon_state = "reagent75" + filling_overlay.icon_state = "reagent75" if(80 to 90) - filling.icon_state = "reagent80" + filling_overlay.icon_state = "reagent80" if(91 to INFINITY) - filling.icon_state = "reagent100" + filling_overlay.icon_state = "reagent100" - filling.icon += mix_color_from_reagents(beaker.reagents.reagent_list) - add_overlay(filling) + filling_overlay.color = list("#0000", "#0000", "#0000", "#000f", mix_color_from_reagents(beaker.reagents.reagent_list)) + add_overlay(filling_overlay) /obj/machinery/iv_drip/MouseDrop(mob/living/target) if(!ishuman(usr) || !usr.canUseTopic(src,BE_CLOSE) || !isliving(target)) diff --git a/code/game/machinery/status_display.dm b/code/game/machinery/status_display.dm index 60104fbc86..2b46183efe 100644 --- a/code/game/machinery/status_display.dm +++ b/code/game/machinery/status_display.dm @@ -146,7 +146,7 @@ /obj/machinery/status_display/proc/set_picture(state) picture_state = state remove_display() - add_overlay(image('icons/obj/status_display.dmi', icon_state=picture_state)) + add_overlay(picture_state) /obj/machinery/status_display/proc/update_display(line1, line2) var/new_text = {"
[line1]
[line2]
"} @@ -278,7 +278,7 @@ /obj/machinery/ai_status_display/proc/set_picture(state) picture_state = state cut_overlays() - add_overlay(image('icons/obj/status_display.dmi', icon_state=picture_state)) + add_overlay(picture_state) #undef CHARS_PER_LINE #undef FOND_SIZE diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm index 3de0b85820..cbb4efd6b0 100644 --- a/code/game/machinery/vending.dm +++ b/code/game/machinery/vending.dm @@ -297,7 +297,7 @@ to_chat(user, "You [panel_open ? "open" : "close"] the maintenance panel.") cut_overlays() if(panel_open) - add_overlay(image(icon, "[initial(icon_state)]-panel")) + add_overlay("[initial(icon_state)]-panel") playsound(src.loc, W.usesound, 50, 1) updateUsrDialog() else diff --git a/code/game/machinery/washing_machine.dm b/code/game/machinery/washing_machine.dm index e2cccda880..1e36149ef9 100644 --- a/code/game/machinery/washing_machine.dm +++ b/code/game/machinery/washing_machine.dm @@ -186,7 +186,7 @@ var/full = contents.len ? 1 : 0 icon_state = "wm_[state_open]_[full]" if(panel_open) - add_overlay(image(icon, icon_state = "wm_panel")) + add_overlay("wm_panel") /obj/machinery/washing_machine/attackby(obj/item/weapon/W, mob/user, params) if(default_deconstruction_screwdriver(user, null, null, W)) diff --git a/code/game/mecha/mecha_wreckage.dm b/code/game/mecha/mecha_wreckage.dm index ae1f1d83ce..acc9a2a087 100644 --- a/code/game/mecha/mecha_wreckage.dm +++ b/code/game/mecha/mecha_wreckage.dm @@ -23,7 +23,7 @@ AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair. AI.forceMove(src) //Put the dead AI inside the wreckage for recovery - add_overlay(image('icons/obj/projectiles.dmi', icon_state = "green_laser")) //Overlay for the recovery beacon + add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon AI.controlled_mech = null AI.remote_control = null diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm index 28bb48fc05..aca6b7a778 100644 --- a/code/game/mecha/working/ripley.dm +++ b/code/game/mecha/working/ripley.dm @@ -48,9 +48,9 @@ if (hides) cut_overlays() if(hides < 3) - add_overlay(image("icon" = "mecha.dmi", "icon_state" = occupant ? "ripley-g" : "ripley-g-open")) + add_overlay(occupant ? "ripley-g" : "ripley-g-open") else - add_overlay(image("icon" = "mecha.dmi", "icon_state" = occupant ? "ripley-g-full" : "ripley-g-full-open")) + add_overlay(occupant ? "ripley-g-full" : "ripley-g-full-open") /obj/mecha/working/ripley/firefighter diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index 0d4b578653..7727b4d9e9 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -161,23 +161,15 @@ for(var/Ddir in GLOB.cardinal) if(entered_dirs & Ddir) - var/image/I - if(GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]) - I = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] - else - I = image(icon,"[blood_state]1",dir = Ddir) - GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = I - if(I) - add_overlay(I) + var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] + if(!bloodstep_overlay) + GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir) + add_overlay(bloodstep_overlay) if(exited_dirs & Ddir) - var/image/I - if(GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]) - I = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] - else - I = image(icon,"[blood_state]2",dir = Ddir) - GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = I - if(I) - add_overlay(I) + var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] + if(!bloodstep_overlay) + GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir) + add_overlay(bloodstep_overlay) alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index fa2dee2495..8dc9bd89b2 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -1,4 +1,4 @@ -GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/effects/fire.dmi', "icon_state" = "fire")) +GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire")) GLOBAL_VAR_INIT(rpg_loot_items, FALSE) // if true, everyone item when created will have its name changed to be diff --git a/code/game/objects/items/crayons.dm b/code/game/objects/items/crayons.dm index 098d337123..039237c63c 100644 --- a/code/game/objects/items/crayons.dm +++ b/code/game/objects/items/crayons.dm @@ -521,7 +521,7 @@ /obj/item/weapon/storage/crayons/update_icon() cut_overlays() for(var/obj/item/toy/crayon/crayon in contents) - add_overlay(image('icons/obj/crayons.dmi',crayon.item_color)) + add_overlay(mutable_appearance('icons/obj/crayons.dmi', crayon.item_color)) /obj/item/weapon/storage/crayons/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/toy/crayon)) @@ -667,10 +667,9 @@ icon_state = is_capped ? icon_capped : icon_uncapped if(use_overlays) cut_overlays() - var/image/I = image('icons/obj/crayons.dmi', - icon_state = "[is_capped ? "spraycan_cap_colors" : "spraycan_colors"]") - I.color = paint_color - add_overlay(I) + var/mutable_appearance/spray_overlay = mutable_appearance('icons/obj/crayons.dmi', "[is_capped ? "spraycan_cap_colors" : "spraycan_colors"]") + spray_overlay.color = paint_color + add_overlay(spray_overlay) /obj/item/toy/crayon/spraycan/gang //desc = "A modified container containing suspicious paint." diff --git a/code/game/objects/items/devices/PDA/PDA.dm b/code/game/objects/items/devices/PDA/PDA.dm index 5e49db24a4..4a64cf5c0d 100644 --- a/code/game/objects/items/devices/PDA/PDA.dm +++ b/code/game/objects/items/devices/PDA/PDA.dm @@ -51,7 +51,7 @@ GLOBAL_LIST_EMPTY(PDAs) var/obj/item/device/paicard/pai = null // A slot for a personal AI device - var/image/photo = null //Scanned photo + var/icon/photo //Scanned photo var/list/contained_item = list(/obj/item/weapon/pen, /obj/item/toy/crayon, /obj/item/weapon/lipstick, /obj/item/device/flashlight/pen, /obj/item/clothing/mask/cigarette) var/obj/item/inserted_item //Used for pen, crayon, and lipstick insertion or removal. Same as above. @@ -82,22 +82,24 @@ GLOBAL_LIST_EMPTY(PDAs) /obj/item/device/pda/update_icon() cut_overlays() + var/mutable_appearance/overlay = new() + overlay.pixel_x = overlays_x_offset if(id) - var/image/I = image(icon_state = "id_overlay", pixel_x = overlays_x_offset) - add_overlay(I) + overlay.icon_state = "id_overlay" + add_overlay(new /mutable_appearance(overlay)) if(inserted_item) - var/image/I = image(icon_state = "insert_overlay", pixel_x = overlays_x_offset) - add_overlay(I) + overlay.icon_state = "insert_overlay" + add_overlay(new /mutable_appearance(overlay)) if(fon) - var/image/I = image(icon_state = "light_overlay", pixel_x = overlays_x_offset) - add_overlay(I) + overlay.icon_state = "light_overlay" + add_overlay(new /mutable_appearance(overlay)) if(pai) if(pai.pai) - var/image/I = image(icon_state = "pai_overlay", pixel_x = overlays_x_offset) - add_overlay(I) + overlay.icon_state = "pai_overlay" + add_overlay(new /mutable_appearance(overlay)) else - var/image/I = image(icon_state = "pai_off_overlay", pixel_x = overlays_x_offset) - add_overlay(I) + overlay.icon_state = "pai_off_overlay" + add_overlay(new /mutable_appearance(overlay)) /obj/item/device/pda/MouseDrop(obj/over_object, src_location, over_location) var/mob/M = usr @@ -633,7 +635,7 @@ GLOBAL_LIST_EMPTY(PDAs) to_chat(L, "\icon[src] Message from [source.owner] ([source.ownjob]), \"[msg.message]\"[msg.get_photo_ref()] (Reply)") update_icon() - add_overlay(image(icon, icon_alert)) + add_overlay(icon_alert) /obj/item/device/pda/proc/show_to_ghosts(mob/living/user, datum/data_pda_msg/msg,multiple = 0) for(var/mob/M in GLOB.player_list) diff --git a/code/game/objects/items/devices/aicard.dm b/code/game/objects/items/devices/aicard.dm index d7cf9b0b9b..4f0d61c1b7 100644 --- a/code/game/objects/items/devices/aicard.dm +++ b/code/game/objects/items/devices/aicard.dm @@ -23,6 +23,7 @@ update_icon() //Whatever happened, update the card's state (icon, name) to match. /obj/item/device/aicard/update_icon() + cut_overlays() if(AI) name = "[initial(name)]- [AI.name]" if(AI.stat == DEAD) @@ -30,12 +31,11 @@ else icon_state = "aicard-full" if(!AI.control_disabled) - add_overlay(image('icons/obj/aicards.dmi', "aicard-on")) + add_overlay("aicard-on") AI.cancel_camera() else name = initial(name) icon_state = initial(icon_state) - cut_overlays() /obj/item/device/aicard/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \ datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state) diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index fa54e7787b..496702aa4d 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -344,8 +344,9 @@ cut_overlays() set_light(0) else if(on) - var/image/I = image(icon,"glowstick-glow",color) - add_overlay(I) + var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow") + glowstick_overlay.color = color + add_overlay(glowstick_overlay) item_state = "glowstick-on" set_light(brightness_on) else diff --git a/code/game/objects/items/robot/robot_items.dm b/code/game/objects/items/robot/robot_items.dm index c8c7cd1397..f38cad82f2 100644 --- a/code/game/objects/items/robot/robot_items.dm +++ b/code/game/objects/items/robot/robot_items.dm @@ -493,7 +493,7 @@ /obj/item/projectile/bullet/reusable/lollipop/New() var/obj/item/weapon/reagent_containers/food/snacks/lollipop/S = new ammo_type(src) color2 = S.headcolor - var/image/head = image(icon = 'icons/obj/projectiles.dmi', icon_state = "lollipop_2") + var/mutable_appearance/head = mutable_appearance('icons/obj/projectiles.dmi', "lollipop_2") head.color = color2 add_overlay(head) diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm index f1271b3cb9..3a7a92f701 100644 --- a/code/game/objects/items/shooting_range.dm +++ b/code/game/objects/items/shooting_range.dm @@ -73,18 +73,18 @@ if(hp <= 0) visible_message("[src] breaks into tiny pieces and collapses!") qdel(src) - var/image/I = image("icon"='icons/effects/effects.dmi', "icon_state"="scorch", "layer"=OBJ_LAYER+0.5) - I.pixel_x = p_x - 1 //offset correction - I.pixel_y = p_y - 1 + var/image/bullet_hole = image('icons/effects/effects.dmi', "scorch", OBJ_LAYER + 0.5) + bullet_hole.pixel_x = p_x - 1 //offset correction + bullet_hole.pixel_y = p_y - 1 if(decaltype == DECALTYPE_SCORCH) - I.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design + bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice)) - I.setDir(pick(NORTH,SOUTH,EAST,WEST)) + bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST)) else - I.icon_state = "light_scorch" + bullet_hole.icon_state = "light_scorch" else - I.icon_state = "dent" - add_overlay(I) + bullet_hole.icon_state = "dent" + add_overlay(bullet_hole) return return -1 diff --git a/code/game/objects/items/weapons/chrono_eraser.dm b/code/game/objects/items/weapons/chrono_eraser.dm index 5613891326..e32d365298 100644 --- a/code/game/objects/items/weapons/chrono_eraser.dm +++ b/code/game/objects/items/weapons/chrono_eraser.dm @@ -155,7 +155,7 @@ var/mob/living/captured = null var/obj/item/weapon/gun/energy/chrono_gun/gun = null var/tickstokill = 15 - var/image/mob_underlay = null + var/mutable_appearance/mob_underlay var/preloaded = 0 var/RPpos = null @@ -172,7 +172,7 @@ mob_icon.Blend(removing_frame, ICON_MULTIPLY) cached_icon.Insert(mob_icon, "frame[i]") - mob_underlay = new(cached_icon, "frame1") + mob_underlay = mutable_appearance(cached_icon, "frame1") update_icon() desc = initial(desc) + "
It appears to contain [target.name]." diff --git a/code/game/objects/items/weapons/cigs_lighters.dm b/code/game/objects/items/weapons/cigs_lighters.dm index d7ba81590e..3cf5305dcb 100644 --- a/code/game/objects/items/weapons/cigs_lighters.dm +++ b/code/game/objects/items/weapons/cigs_lighters.dm @@ -496,11 +496,11 @@ CIGARETTE PACKETS ARE IN FANCY.DM /obj/item/weapon/lighter/greyscale/update_icon() cut_overlays() - var/image/I = image(icon,"[initial(icon_state)]_base") - I.appearance_flags = RESET_COLOR //the edging doesn't change color + var/mutable_appearance/base_overlay = mutable_appearance(icon,"[initial(icon_state)]_base") + base_overlay.appearance_flags = RESET_COLOR //the edging doesn't change color if(lit) - I.icon_state = "[initial(icon_state)]_on" - add_overlay(I) + base_overlay.icon_state = "[initial(icon_state)]_on" + add_overlay(base_overlay) /obj/item/weapon/lighter/greyscale/ignition_effect(atom/A, mob/user) . = "After some fiddling, [user] manages to light [A] with [src]." @@ -651,9 +651,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM screw = 1 to_chat(user, "You open the cap on the [src]") if(super) - add_overlay(image(icon, "vapeopen_med")) + add_overlay("vapeopen_med") else - add_overlay(image(icon, "vapeopen_low")) + add_overlay("vapeopen_low") else screw = 0 to_chat(user, "You close the cap on the [src]") @@ -665,12 +665,12 @@ CIGARETTE PACKETS ARE IN FANCY.DM cut_overlays() super = 1 to_chat(user, "You increase the voltage in the [src]") - add_overlay(image(icon, "vapeopen_med")) + add_overlay("vapeopen_med") else cut_overlays() super = 0 to_chat(user, "You decrease the voltage in the [src]") - add_overlay(image(icon, "vapeopen_low")) + add_overlay("vapeopen_low") if(screw && emagged) to_chat(user, "The [name] can't be modified!") @@ -683,7 +683,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM emagged = 1 super = 0 to_chat(user, "You maximize the voltage in the [src]") - add_overlay(image(icon, "vapeopen_high")) + add_overlay("vapeopen_high") var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread //for effect sp.set_up(5, 1, src) sp.start() diff --git a/code/game/objects/items/weapons/cosmetics.dm b/code/game/objects/items/weapons/cosmetics.dm index 785839ba2d..9d0ad5ab78 100644 --- a/code/game/objects/items/weapons/cosmetics.dm +++ b/code/game/objects/items/weapons/cosmetics.dm @@ -38,10 +38,10 @@ to_chat(user, "You twist \the [src] [open ? "closed" : "open"].") open = !open if(open) - var/image/colored = image("icon"='icons/obj/items.dmi', "icon_state"="lipstick_uncap_color") - colored.color = colour + var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color") + colored_overlay.color = colour icon_state = "lipstick_uncap" - add_overlay(colored) + add_overlay(colored_overlay) else icon_state = "lipstick" diff --git a/code/game/objects/items/weapons/explosives.dm b/code/game/objects/items/weapons/explosives.dm index 5c637ba31c..756512dff1 100644 --- a/code/game/objects/items/weapons/explosives.dm +++ b/code/game/objects/items/weapons/explosives.dm @@ -16,7 +16,7 @@ /obj/item/weapon/c4/New() wires = new /datum/wires/explosive/c4(src) - image_overlay = image('icons/obj/grenade.dmi', "plastic-explosive2") + plastic_overlay = mutable_appearance(icon, "plastic-explosive2") ..() /obj/item/weapon/c4/Destroy() @@ -92,7 +92,7 @@ message_admins(message,0,1) log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse") - target.add_overlay(image_overlay, 1) + target.add_overlay(plastic_overlay, 1) to_chat(user, "You plant the bomb. Timer counting down from [timer].") addtimer(CALLBACK(src, .proc/explode), timer * 10) @@ -103,7 +103,7 @@ if(target) if(!QDELETED(target)) location = get_turf(target) - target.cut_overlay(image_overlay, TRUE) + target.cut_overlay(plastic_overlay, TRUE) else location = get_turf(src) if(location) diff --git a/code/game/objects/items/weapons/grenades/ghettobomb.dm b/code/game/objects/items/weapons/grenades/ghettobomb.dm index 4c3e80ff6d..f4d573e3ba 100644 --- a/code/game/objects/items/weapons/grenades/ghettobomb.dm +++ b/code/game/objects/items/weapons/grenades/ghettobomb.dm @@ -19,8 +19,8 @@ /obj/item/weapon/grenade/iedcasing/New(loc) ..() - add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")) - add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")) + add_overlay("improvised_grenade_filled") + add_overlay("improvised_grenade_wired") times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value] det_time = text2num(pickweight(times)) if(det_time < 0) //checking for 'duds' @@ -33,13 +33,10 @@ ..() var/obj/item/weapon/reagent_containers/food/drinks/soda_cans/can = locate() in contents if(can) - var/muh_layer = can.layer - var/muh_plane = can.plane - can.layer = FLOAT_LAYER - can.plane = FLOAT_PLANE - underlays += can - can.layer = muh_layer - can.plane = muh_plane + var/mutable_appearance/can_underlay = new(can) + can_underlay.layer = FLOAT_LAYER + can_underlay.plane = FLOAT_PLANE + underlays += can_underlay /obj/item/weapon/grenade/iedcasing/attack_self(mob/user) // @@ -47,7 +44,7 @@ if(clown_check(user)) to_chat(user, "You light the [name]!") active = 1 - cut_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled"), TRUE) //this line make no sense + cut_overlay("improvised_grenade_filled") icon_state = initial(icon_state) + "_active" add_fingerprint(user) var/turf/bombturf = get_turf(src) diff --git a/code/game/objects/items/weapons/grenades/plastic.dm b/code/game/objects/items/weapons/grenades/plastic.dm index 477a50330e..aedf0954c2 100644 --- a/code/game/objects/items/weapons/grenades/plastic.dm +++ b/code/game/objects/items/weapons/grenades/plastic.dm @@ -7,7 +7,7 @@ det_time = 10 display_timer = 0 var/atom/target = null - var/image_overlay = null + var/mutable_appearance/plastic_overlay var/obj/item/device/assembly_holder/nadeassembly = null var/assemblyattacher var/directional = FALSE @@ -15,7 +15,7 @@ var/boom_sizes = list(0, 0, 3) /obj/item/weapon/grenade/plastic/New() - image_overlay = image('icons/obj/grenade.dmi', "[item_state]2") + plastic_overlay = mutable_appearance(icon, "[item_state]2") ..() /obj/item/weapon/grenade/plastic/Destroy() @@ -50,7 +50,7 @@ if(target) if(!QDELETED(target)) location = get_turf(target) - target.cut_overlay(image_overlay, TRUE) + target.cut_overlay(plastic_overlay, TRUE) else location = get_turf(src) if(location) @@ -111,7 +111,7 @@ message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [det_time] second fuse",0,1) log_game("[key_name(user)] planted [name] on [target.name] at [COORD(src)] with [det_time] second fuse") - target.add_overlay(image_overlay, 1) + target.add_overlay(plastic_overlay, 1) if(!nadeassembly) to_chat(user, "You plant the bomb. Timer counting down from [det_time].") addtimer(CALLBACK(src, .proc/prime), det_time*10) diff --git a/code/game/objects/items/weapons/holy_weapons.dm b/code/game/objects/items/weapons/holy_weapons.dm index d42e135aeb..571aece4c3 100644 --- a/code/game/objects/items/weapons/holy_weapons.dm +++ b/code/game/objects/items/weapons/holy_weapons.dm @@ -71,7 +71,7 @@ /obj/item/weapon/nullrod/staff/worn_overlays(isinhands) . = list() if(isinhands) - . += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "[shield_icon]") + . += mutable_appearance('icons/effects/effects.dmi', shield_icon, MOB_LAYER + 0.01) /obj/item/weapon/nullrod/staff/blue name = "blue holy staff" diff --git a/code/game/objects/items/weapons/pneumaticCannon.dm b/code/game/objects/items/weapons/pneumaticCannon.dm index c053b6ed47..61e68934b9 100644 --- a/code/game/objects/items/weapons/pneumaticCannon.dm +++ b/code/game/objects/items/weapons/pneumaticCannon.dm @@ -162,5 +162,5 @@ src.cut_overlays() if(!tank) return - src.add_overlay(image('icons/obj/pneumaticCannon.dmi', "[tank.icon_state]")) + add_overlay(tank.icon_state) src.update_icon() diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm index 9806dee20d..9b96571d6f 100644 --- a/code/game/objects/items/weapons/storage/bags.dm +++ b/code/game/objects/items/weapons/storage/bags.dm @@ -334,14 +334,14 @@ /obj/item/weapon/storage/bag/tray/proc/rebuild_overlays() cut_overlays() for(var/obj/item/I in contents) - add_overlay(image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1)) + add_overlay(mutable_appearance(I.icon, I.icon_state)) /obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location) ..() rebuild_overlays() /obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0) - add_overlay(image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1)) + add_overlay(mutable_appearance(I.icon, I.icon_state)) . = ..() diff --git a/code/game/objects/items/weapons/storage/boxes.dm b/code/game/objects/items/weapons/storage/boxes.dm index 9410b29ea0..646768cea8 100644 --- a/code/game/objects/items/weapons/storage/boxes.dm +++ b/code/game/objects/items/weapons/storage/boxes.dm @@ -38,7 +38,7 @@ . = ..() if(illustration) cut_overlays() - add_overlay(image('icons/obj/storage.dmi', "[illustration]")) + add_overlay(illustration) /obj/item/weapon/storage/box/attack_self(mob/user) ..() diff --git a/code/game/objects/items/weapons/storage/fancy.dm b/code/game/objects/items/weapons/storage/fancy.dm index 3923bf9da9..0c63fa6dd8 100644 --- a/code/game/objects/items/weapons/storage/fancy.dm +++ b/code/game/objects/items/weapons/storage/fancy.dm @@ -141,12 +141,15 @@ add_overlay("[icon_state]_open") var/i = contents.len for(var/C in contents) + var/mutable_appearance/inserted_overlay = mutable_appearance(icon) + inserted_overlay.pixel_x = 1 * (i - 1) if(istype(C, /obj/item/weapon/lighter/greyscale)) - add_overlay(image(icon = src.icon, icon_state = "lighter_in", pixel_x = 1 * (i -1))) + inserted_overlay.icon_state = "lighter_in" else if(istype(C, /obj/item/weapon/lighter)) - add_overlay(image(icon = src.icon, icon_state = "zippo_in", pixel_x = 1 * (i -1))) + inserted_overlay.icon_state = "zippo_in" else - add_overlay(image(icon = src.icon, icon_state = "cigarette", pixel_x = 1 * (i -1))) + inserted_overlay.icon_state = "cigarette" + add_overlay(inserted_overlay) i-- else cut_overlays() @@ -247,13 +250,14 @@ spawn_type = /obj/item/clothing/mask/cigarette/cigar /obj/item/weapon/storage/fancy/cigarettes/cigars/update_icon() + cut_overlays() if(fancy_open) - cut_overlays() add_overlay("[icon_state]_open") + var/mutable_appearance/cigar_overlay = mutable_appearance(icon, icon_type) for(var/c = contents.len, c >= 1, c--) - add_overlay(image(icon = src.icon, icon_state = icon_type, pixel_x = 4 * (c -1))) + cigar_overlay.pixel_x = 4 * (c - 1) + add_overlay(cigar_overlay) else - cut_overlays() icon_state = "cigarcase" /obj/item/weapon/storage/fancy/cigarettes/cigars/cohiba diff --git a/code/game/objects/items/weapons/storage/secure.dm b/code/game/objects/items/weapons/storage/secure.dm index b628832aa7..f48a7150a7 100644 --- a/code/game/objects/items/weapons/storage/secure.dm +++ b/code/game/objects/items/weapons/storage/secure.dm @@ -94,7 +94,7 @@ else if ((src.code == src.l_code) && (src.l_set == 1)) src.locked = 0 cut_overlays() - add_overlay(image('icons/obj/storage.dmi', icon_opened)) + add_overlay(icon_opened) src.code = null else src.code = "ERROR" diff --git a/code/game/objects/items/weapons/storage/toolbox.dm b/code/game/objects/items/weapons/storage/toolbox.dm index b72a197791..9740aa22a8 100644 --- a/code/game/objects/items/weapons/storage/toolbox.dm +++ b/code/game/objects/items/weapons/storage/toolbox.dm @@ -29,7 +29,7 @@ ..() cut_overlays() if(has_latches) - add_overlay(image('icons/obj/storage.dmi', "[latches]")) + add_overlay(latches) /obj/item/weapon/storage/toolbox/suicide_act(mob/user) diff --git a/code/game/objects/items/weapons/tanks/watertank.dm b/code/game/objects/items/weapons/tanks/watertank.dm index ecca6aabfc..265e6bb2e5 100644 --- a/code/game/objects/items/weapons/tanks/watertank.dm +++ b/code/game/objects/items/weapons/tanks/watertank.dm @@ -370,7 +370,7 @@ cut_overlays() if(reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi',icon_state = "backpack-10") + var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "backpack-10") var/percent = round((reagents.total_volume / volume) * 100) switch(percent) @@ -388,7 +388,7 @@ . = list() //inhands + reagent_filling if(!isinhands && reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi',icon_state = "backpackmob-10") + var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "backpackmob-10") var/percent = round((reagents.total_volume / volume) * 100) switch(percent) diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm index 45f082f72c..702e72842f 100644 --- a/code/game/objects/obj_defense.dm +++ b/code/game/objects/obj_defense.dm @@ -148,7 +148,7 @@ ///// ACID -GLOBAL_DATUM_INIT(acid_overlay, /image, image("icon" = 'icons/effects/effects.dmi', "icon_state" = "acid")) +GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid")) //the obj's reaction when touched by acid /obj/acid_act(acidpwr, acid_volume) diff --git a/code/game/objects/structures/beds_chairs/alien_nest.dm b/code/game/objects/structures/beds_chairs/alien_nest.dm index f79e06e92d..ce3d0882ce 100644 --- a/code/game/objects/structures/beds_chairs/alien_nest.dm +++ b/code/game/objects/structures/beds_chairs/alien_nest.dm @@ -12,11 +12,7 @@ canSmoothWith = null buildstacktype = null flags = NODECONSTRUCT - var/image/nest_overlay - -/obj/structure/bed/nest/New() - nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER) - return ..() + var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/alien.dmi', "nestoverlay", LYING_MOB_LAYER) /obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user) if(has_buckled_mobs()) diff --git a/code/game/objects/structures/beds_chairs/chair.dm b/code/game/objects/structures/beds_chairs/chair.dm index fdded787bd..87560f426f 100644 --- a/code/game/objects/structures/beds_chairs/chair.dm +++ b/code/game/objects/structures/beds_chairs/chair.dm @@ -145,11 +145,11 @@ obj_integrity = 70 max_integrity = 70 buildstackamount = 2 - var/image/armrest = null + var/mutable_appearance/armrest item_chair = null /obj/structure/chair/comfy/Initialize() - armrest = image("icons/obj/chairs.dmi", "comfychair_armrest") + armrest = mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest") armrest.layer = ABOVE_MOB_LAYER return ..() diff --git a/code/game/objects/structures/electricchair.dm b/code/game/objects/structures/electricchair.dm index 0183d3605f..aa590cfb29 100644 --- a/code/game/objects/structures/electricchair.dm +++ b/code/game/objects/structures/electricchair.dm @@ -8,7 +8,7 @@ /obj/structure/chair/e_chair/New() ..() - add_overlay(image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1)) + add_overlay(mutable_appearance('icons/obj/chairs.dmi', "echair_over", MOB_LAYER + 1)) /obj/structure/chair/e_chair/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/wrench)) diff --git a/code/game/objects/structures/guncase.dm b/code/game/objects/structures/guncase.dm index 077e405616..be8c336c06 100644 --- a/code/game/objects/structures/guncase.dm +++ b/code/game/objects/structures/guncase.dm @@ -7,7 +7,7 @@ anchored = 0 density = 1 opacity = 0 - var/case_type = null + var/case_type = "" var/gun_category = /obj/item/weapon/gun var/open = 1 var/capacity = 4 @@ -25,8 +25,10 @@ /obj/structure/guncase/update_icon() cut_overlays() if(case_type && LAZYLEN(contents)) + var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type) for(var/i in 1 to contents.len) - add_overlay(image(icon = src.icon, icon_state = "[case_type]", pixel_x = 3 * (i - 1) )) + gun_overlay.pixel_x = 3 * (i - 1) + add_overlay(gun_overlay) if(open) add_overlay("[icon_state]_open") else diff --git a/code/game/objects/structures/transit_tubes/transit_tube.dm b/code/game/objects/structures/transit_tubes/transit_tube.dm index eae2041a31..730b9e057c 100644 --- a/code/game/objects/structures/transit_tubes/transit_tube.dm +++ b/code/game/objects/structures/transit_tubes/transit_tube.dm @@ -143,21 +143,21 @@ /obj/structure/transit_tube/proc/create_tube_overlay(direction, shift_dir) - var/image/I + var/image/tube_overlay = new(dir = direction) if(shift_dir) - I = image(loc = src, icon_state = "decorative_diag", dir = direction) + tube_overlay.icon_state = "decorative_diag" switch(shift_dir) if(NORTH) - I.pixel_y = 32 + tube_overlay.pixel_y = 32 if(SOUTH) - I.pixel_y = -32 + tube_overlay.pixel_y = -32 if(EAST) - I.pixel_x = 32 + tube_overlay.pixel_x = 32 if(WEST) - I.pixel_x = -32 + tube_overlay.pixel_x = -32 else - I = image(loc = src, icon_state = "decorative", dir = direction) - add_overlay(I) + tube_overlay.icon_state = "decorative" + add_overlay(tube_overlay) diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index 56a8d0410c..3db570db83 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -239,7 +239,7 @@ qdel(mymist) if(on) - add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)) + add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", MOB_LAYER + 1)) if(watertemp == "freezing") return if(!ismist) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index ac1748c694..0b2563a7b0 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -18,7 +18,7 @@ var/fulltile = 0 var/glass_type = /obj/item/stack/sheet/glass var/glass_amount = 1 - var/image/crack_overlay + var/static/mutable_appearance/crack_overlay = mutable_appearance('icons/obj/structures.dmi') var/list/debris = list() can_be_unanchored = 1 resistance_flags = ACID_PROOF @@ -377,10 +377,10 @@ if(smooth) queue_smooth(src) - cut_overlay(crack_overlay) + cut_overlays() if(ratio > 75) return - crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1)) + crack_overlay.icon_state = "damage[ratio]" add_overlay(crack_overlay) /obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) diff --git a/code/game/turfs/closed.dm b/code/game/turfs/closed.dm index f8cb0d1be3..741d4f2958 100644 --- a/code/game/turfs/closed.dm +++ b/code/game/turfs/closed.dm @@ -71,10 +71,8 @@ /turf/closed/indestructible/fakeglass/Initialize() ..() icon_state = null //set the icon state to null, so our base state isn't visible - var/image/I = image('icons/obj/structures.dmi', loc = src, icon_state = "grille") - underlays += I //add a grille underlay - I = image('icons/turf/floors.dmi', loc = src, icon_state = "plating") - underlays += I //add the plating underlay, below the grille + underlays += mutable_appearance('icons/obj/structures.dmi', "grille") //add a grille underlay + underlays += mutable_appearance('icons/turf/floors.dmi', "plating") //add the plating underlay, below the grille /turf/closed/indestructible/fakedoor name = "Centcom Access" diff --git a/code/game/turfs/open.dm b/code/game/turfs/open.dm index ee5527c0f5..7183d33ef9 100644 --- a/code/game/turfs/open.dm +++ b/code/game/turfs/open.dm @@ -3,7 +3,7 @@ var/wet = 0 var/wet_time = 0 // Time in seconds that this floor will be wet for. - var/image/wet_overlay = null + var/mutable_appearance/wet_overlay /turf/open/indestructible name = "floor" @@ -183,17 +183,22 @@ if(wet_setting != TURF_DRY) if(wet_overlay) cut_overlay(wet_overlay) - wet_overlay = null + else + wet_overlay = mutable_appearance() var/turf/open/floor/F = src if(istype(F)) if(wet_setting == TURF_WET_PERMAFROST) - wet_overlay = image('icons/effects/water.dmi', src, "ice_floor") + wet_overlay.icon = 'icons/effects/water.dmi' + wet_overlay.icon_state = "ice_floor" else if(wet_setting == TURF_WET_ICE) - wet_overlay = image('icons/turf/overlays.dmi', src, "snowfloor") + wet_overlay.icon = 'icons/turf/overlays.dmi' + wet_overlay.icon_state = "snowfloor" else - wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static") + wet_overlay.icon = 'icons/effects/water.dmi' + wet_overlay.icon_state = "wet_floor_static" else - wet_overlay = image('icons/effects/water.dmi', src, "wet_static") + wet_overlay.icon = 'icons/effects/water.dmi' + wet_overlay.icon_state = "wet_static" add_overlay(wet_overlay) HandleWet() diff --git a/code/game/turfs/simulated/minerals.dm b/code/game/turfs/simulated/minerals.dm index d418c0a48a..5805d75e56 100644 --- a/code/game/turfs/simulated/minerals.dm +++ b/code/game/turfs/simulated/minerals.dm @@ -21,7 +21,7 @@ var/spread = 0 //will the seam spread? var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles var/last_act = 0 - var/scan_state = null //Holder for the image we display when we're pinged by a mining scanner + var/scan_state = "" //Holder for the image we display when we're pinged by a mining scanner var/defer_change = 0 /turf/closed/mineral/Initialize() @@ -380,7 +380,7 @@ var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes var/activated_name = null - var/activated_image = null + var/mutable_appearance/activated_overlay /turf/closed/mineral/gibtonite/Initialize() det_time = rand(8,10) //So you don't know exactly when the hot potato will explode @@ -394,9 +394,8 @@ /turf/closed/mineral/gibtonite/proc/explosive_reaction(mob/user = null, triggered_by_explosion = 0) if(stage == 0) - var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_active", layer = ON_EDGED_TURF_LAYER) - add_overlay(I) - activated_image = I + activated_overlay = mutable_appearance('icons/turf/smoothrocks.dmi', "rock_Gibtonite_active", ON_EDGED_TURF_LAYER) + add_overlay(activated_overlay) name = "gibtonite deposit" desc = "An active gibtonite reserve. Run!" stage = 1 @@ -433,9 +432,9 @@ /turf/closed/mineral/gibtonite/proc/defuse() if(stage == 1) - cut_overlay(activated_image) - var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_inactive", layer = ON_EDGED_TURF_LAYER) - add_overlay(I) + cut_overlay(activated_overlay) + activated_overlay.icon_state = "rock_Gibtonite_inactive" + add_overlay(activated_overlay) desc = "An inactive gibtonite reserve. The ore can be extracted." stage = 2 if(det_time < 0) diff --git a/code/modules/admin/verbs/pray.dm b/code/modules/admin/verbs/pray.dm index 70d70c899a..39f31183a2 100644 --- a/code/modules/admin/verbs/pray.dm +++ b/code/modules/admin/verbs/pray.dm @@ -17,18 +17,18 @@ if(src.client.handle_spam_prevention(msg,MUTE_PRAY)) return - var/image/cross = image('icons/obj/storage.dmi',"bible") + var/mutable_appearance/cross = mutable_appearance('icons/obj/storage.dmi', "bible") var/font_color = "purple" var/prayer_type = "PRAYER" var/deity if(usr.job == "Chaplain") - cross = image('icons/obj/storage.dmi',"kingyellow") + cross.icon_state = "kingyellow" font_color = "blue" prayer_type = "CHAPLAIN PRAYER" if(SSreligion.deity) deity = SSreligion.deity else if(iscultist(usr)) - cross = image('icons/obj/storage.dmi',"tome") + cross.icon_state = "tome" font_color = "red" prayer_type = "CULTIST PRAYER" deity = "Nar-Sie" diff --git a/code/modules/assembly/holder.dm b/code/modules/assembly/holder.dm index 8b1e92743d..0b6f2db5b7 100644 --- a/code/modules/assembly/holder.dm +++ b/code/modules/assembly/holder.dm @@ -44,14 +44,11 @@ add_overlay("[O]_l") if(a_right) - var/list/images = list() - images += image(icon, icon_state = "[a_right.icon_state]_left") + var/mutable_appearance/right = mutable_appearance(icon, "[a_right.icon_state]_left") + right.transform = matrix(-1, 0, 0, 0, 1, 0) for(var/O in a_right.attached_overlays) - images += image(icon, icon_state = "[O]_l") - var/matrix = matrix(-1, 0, 0, 0, 1, 0) - for(var/image/I in images) - I.transform = matrix - add_overlay(I) + right.add_overlay("[O]_l") + add_overlay(right) if(master) master.update_icon() diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm index a838f53da7..cfe3719423 100644 --- a/code/modules/atmospherics/machinery/atmosmachinery.dm +++ b/code/modules/atmospherics/machinery/atmosmachinery.dm @@ -201,17 +201,10 @@ Pipelines + Other Objects -> Pipe network //Generate a unique identifier for this image combination var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]" - var/image/img - if(pipeimages[identifier] == null) - img = image(iconset, icon_state=iconstate, dir=direction) - img.color = col - - pipeimages[identifier] = img - - else - img = pipeimages[identifier] - - return img + if((!(. = pipeimages[identifier]))) + var/image/pipe_overlay + pipe_overlay = . = pipeimages[identifier] = image(iconset, iconstate, dir = direction) + pipe_overlay.color = col /obj/machinery/atmospherics/on_construction(pipe_type, obj_color) if(can_unwrench) diff --git a/code/modules/atmospherics/machinery/other/miner.dm b/code/modules/atmospherics/machinery/other/miner.dm index 8b55ce14fc..d12204d8ad 100644 --- a/code/modules/atmospherics/machinery/other/miner.dm +++ b/code/modules/atmospherics/machinery/other/miner.dm @@ -98,12 +98,11 @@ /obj/machinery/atmospherics/miner/update_icon() overlays.Cut() if(broken) - var/image/A = image(icon, "broken") - add_overlay(A) + add_overlay("broken") else if(active) - var/image/A = image(icon, "on") - A.color = overlay_color - add_overlay(A) + var/mutable_appearance/on_overlay = mutable_appearance(icon, "on") + on_overlay.color = overlay_color + add_overlay(on_overlay) /obj/machinery/atmospherics/miner/process() update_power() diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 81eea35aba..3b5b93ce6f 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -250,9 +250,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedgloves") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands") + . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands") /obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE) ..() @@ -278,9 +278,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedhelmet") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="helmetblood") + . += mutable_appearance('icons/effects/blood.dmi', "helmetblood") /obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) ..() @@ -303,9 +303,9 @@ BLIND // can't see anything if(!isinhands) if(body_parts_covered & HEAD) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedmask") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="maskblood") + . += mutable_appearance('icons/effects/blood.dmi', "maskblood") //Mask @@ -325,9 +325,9 @@ BLIND // can't see anything if(!isinhands) if(body_parts_covered & HEAD) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedmask") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="maskblood") + . += mutable_appearance('icons/effects/blood.dmi', "maskblood") /obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE) ..() @@ -399,9 +399,9 @@ BLIND // can't see anything bloody = bloody_shoes[BLOOD_STATE_HUMAN] if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedshoe") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe") if(bloody) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="shoeblood") + . += mutable_appearance('icons/effects/blood.dmi', "shoeblood") /obj/item/clothing/shoes/equipped(mob/user, slot) . = ..() @@ -454,9 +454,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damaged[blood_overlay_type]") + . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="[blood_overlay_type]blood") + . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") /obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE) ..() @@ -533,17 +533,17 @@ BLIND // can't see anything if(!isinhands) if(damaged_clothes) - . += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damageduniform") + . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") if(blood_DNA) - . += image("icon"='icons/effects/blood.dmi', "icon_state"="uniformblood") + . += mutable_appearance('icons/effects/blood.dmi', "uniformblood") if(hastie) var/tie_color = hastie.item_color if(!tie_color) tie_color = hastie.icon_state - var/image/tI = image("icon"='icons/mob/ties.dmi', "icon_state"="[tie_color]") - tI.alpha = hastie.alpha - tI.color = hastie.color - . += tI + var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]") + tie.alpha = hastie.alpha + tie.color = hastie.color + . += tie /obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE) ..() diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm index 15e4d3f885..10924c233a 100644 --- a/code/modules/clothing/spacesuits/chronosuit.dm +++ b/code/modules/clothing/spacesuits/chronosuit.dm @@ -30,7 +30,6 @@ var/list/hands_nodrop = list() var/obj/item/clothing/head/helmet/space/chronos/helmet = null var/obj/effect/chronos_cam/camera = null - var/image/phase_underlay = null var/datum/action/innate/chrono_teleport/teleport_now = new var/activating = 0 var/activated = 0 @@ -97,10 +96,6 @@ for(var/obj/item/I in user.held_items) if(I in hands_nodrop) I.flags &= ~NODROP - if(phase_underlay && !QDELETED(phase_underlay)) - user.underlays -= phase_underlay - qdel(phase_underlay) - phase_underlay = null if(camera) camera.remove_target_ui() camera.loc = user @@ -133,8 +128,6 @@ user.ExtinguishMob() - phase_underlay = create_phase_underlay(user) - hands_nodrop = list() for(var/obj/item/I in user.held_items) if(!(I.flags & NODROP)) @@ -171,15 +164,6 @@ else finish_chronowalk(user, to_turf) - -/obj/item/clothing/suit/space/chronos/proc/create_phase_underlay(var/mob/user) - var/icon/user_icon = icon('icons/effects/alphacolors.dmi', "") - user_icon.AddAlphaMask(getFlatIcon(user)) - var/image/phase = new(user_icon) - phase.appearance_flags = RESET_COLOR|RESET_ALPHA - user.underlays += phase - return phase - /obj/item/clothing/suit/space/chronos/process() if(activated) var/mob/living/carbon/human/user = src.loc diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index d8a0c97f51..0c3d20892f 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -597,9 +597,9 @@ C.update_inv_wear_suit() /obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands) - . = list() - if(!isinhands) - . += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "[shield_state]") + . = list() + if(!isinhands) + . += mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01) /obj/item/clothing/head/helmet/space/hardsuit/shielded resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 8772f20212..66339b8c86 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -1,546 +1,545 @@ -/* - * Contains: - * Lasertag - * Costume - * Misc - */ - -/* - * Lasertag - */ -/obj/item/clothing/suit/bluetag - name = "blue laser tag armor" - desc = "A piece of plastic armor. It has sensors that react to red light." //Lasers are concentrated light - icon_state = "bluetag" - item_state = "bluetag" - blood_overlay_type = "armor" - body_parts_covered = CHEST - allowed = list (/obj/item/weapon/gun/energy/laser/bluetag) - resistance_flags = 0 - -/obj/item/clothing/suit/redtag - name = "red laser tag armor" - desc = "A piece of plastic armor. It has sensors that react to blue light." - icon_state = "redtag" - item_state = "redtag" - blood_overlay_type = "armor" - body_parts_covered = CHEST - allowed = list (/obj/item/weapon/gun/energy/laser/redtag) - resistance_flags = 0 - -/* - * Costume - */ -/obj/item/clothing/suit/pirate - name = "pirate coat" - desc = "Yarr." - icon_state = "pirate" - item_state = "pirate" - allowed = list(/obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum) - -/obj/item/clothing/suit/pirate/captain - name = "pirate captain coat" - desc = "Yarr." - icon_state = "hgpirate" - item_state = "hgpirate" - - -/obj/item/clothing/suit/cyborg_suit - name = "cyborg suit" - desc = "Suit for a cyborg costume." - icon_state = "death" - item_state = "death" - flags = CONDUCT - fire_resist = T0C+5200 - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - - -/obj/item/clothing/suit/justice - name = "justice suit" - desc = "this pretty much looks ridiculous" //Needs no fixing - icon_state = "justice" - item_state = "justice" - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - - -/obj/item/clothing/suit/judgerobe - name = "judge's robe" - desc = "This robe commands authority." - icon_state = "judge" - item_state = "judge" - body_parts_covered = CHEST|GROIN|LEGS|ARMS - allowed = list(/obj/item/weapon/storage/fancy/cigarettes,/obj/item/stack/spacecash) - flags_inv = HIDEJUMPSUIT - - -/obj/item/clothing/suit/apron/overalls - name = "coveralls" - desc = "A set of denim overalls." - icon_state = "overalls" - item_state = "overalls" - body_parts_covered = CHEST|GROIN|LEGS - - -/obj/item/clothing/suit/syndicatefake - name = "black and red space suit replica" - icon_state = "syndicate-black-red" - item_state = "syndicate-black-red" - desc = "A plastic replica of the Syndicate space suit. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!" - w_class = WEIGHT_CLASS_NORMAL - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - resistance_flags = 0 - -/obj/item/clothing/suit/hastur - name = "\improper Hastur's robe" - desc = "Robes not meant to be worn by man." - icon_state = "hastur" - item_state = "hastur" - body_parts_covered = CHEST|GROIN|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - - -/obj/item/clothing/suit/imperium_monk - name = "\improper Imperium monk suit" - desc = "Have YOU killed a xeno today?" - icon_state = "imperium_monk" - item_state = "imperium_monk" - body_parts_covered = CHEST|GROIN|LEGS|ARMS - flags_inv = HIDESHOES|HIDEJUMPSUIT - allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen) - - -/obj/item/clothing/suit/chickensuit - name = "chicken suit" - desc = "A suit made long ago by the ancient empire KFC." - icon_state = "chickensuit" - item_state = "chickensuit" - body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET - flags_inv = HIDESHOES|HIDEJUMPSUIT - - -/obj/item/clothing/suit/monkeysuit - name = "monkey suit" - desc = "A suit that looks like a primate." - icon_state = "monkeysuit" - item_state = "monkeysuit" - body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - -/obj/item/clothing/suit/toggle/owlwings - name = "owl cloak" - desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." - icon_state = "owl_wings" - item_state = "owl_wings" - togglename = "wings" - body_parts_covered = ARMS|CHEST - allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) - actions_types = list(/datum/action/item_action/toggle_wings) - -/obj/item/clothing/suit/toggle/owlwings/griffinwings - name = "griffon cloak" - desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." - icon_state = "griffin_wings" - item_state = "griffin_wings" - - -/obj/item/clothing/suit/holidaypriest - name = "holiday priest" - desc = "This is a nice holiday, my son." - icon_state = "holidaypriest" - item_state = "w_suit" - body_parts_covered = CHEST|GROIN|LEGS|ARMS - flags_inv = HIDEJUMPSUIT - allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen) - -/obj/item/clothing/suit/cardborg - name = "cardborg suit" - desc = "An ordinary cardboard box with holes cut in the sides." - icon_state = "cardborg" - item_state = "cardborg" - body_parts_covered = CHEST|GROIN - flags_inv = HIDEJUMPSUIT - dog_fashion = /datum/dog_fashion/back - -/obj/item/clothing/suit/cardborg/equipped(mob/living/user, slot) - ..() - if(slot == slot_wear_suit) - disguise(user) - -/obj/item/clothing/suit/cardborg/dropped(mob/living/user) - ..() - user.remove_alt_appearance("standard_borg_disguise") - -/obj/item/clothing/suit/cardborg/proc/disguise(mob/living/carbon/human/H, obj/item/clothing/head/cardborg/borghead) - if(istype(H)) - if(!borghead) - borghead = H.head - if(istype(borghead, /obj/item/clothing/head/cardborg)) //why is this done this way? because equipped() is called BEFORE THE ITEM IS IN THE SLOT WHYYYY - var/image/I = image(icon = 'icons/mob/robots.dmi' , icon_state = "robot", loc = H) - I.override = 1 - I.add_overlay(image(icon = 'icons/mob/robots.dmi' , icon_state = "robot_e")) //gotta look realistic +/* + * Contains: + * Lasertag + * Costume + * Misc + */ + +/* + * Lasertag + */ +/obj/item/clothing/suit/bluetag + name = "blue laser tag armor" + desc = "A piece of plastic armor. It has sensors that react to red light." //Lasers are concentrated light + icon_state = "bluetag" + item_state = "bluetag" + blood_overlay_type = "armor" + body_parts_covered = CHEST + allowed = list (/obj/item/weapon/gun/energy/laser/bluetag) + resistance_flags = 0 + +/obj/item/clothing/suit/redtag + name = "red laser tag armor" + desc = "A piece of plastic armor. It has sensors that react to blue light." + icon_state = "redtag" + item_state = "redtag" + blood_overlay_type = "armor" + body_parts_covered = CHEST + allowed = list (/obj/item/weapon/gun/energy/laser/redtag) + resistance_flags = 0 + +/* + * Costume + */ +/obj/item/clothing/suit/pirate + name = "pirate coat" + desc = "Yarr." + icon_state = "pirate" + item_state = "pirate" + allowed = list(/obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum) + +/obj/item/clothing/suit/pirate/captain + name = "pirate captain coat" + desc = "Yarr." + icon_state = "hgpirate" + item_state = "hgpirate" + + +/obj/item/clothing/suit/cyborg_suit + name = "cyborg suit" + desc = "Suit for a cyborg costume." + icon_state = "death" + item_state = "death" + flags = CONDUCT + fire_resist = T0C+5200 + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + + +/obj/item/clothing/suit/justice + name = "justice suit" + desc = "this pretty much looks ridiculous" //Needs no fixing + icon_state = "justice" + item_state = "justice" + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + + +/obj/item/clothing/suit/judgerobe + name = "judge's robe" + desc = "This robe commands authority." + icon_state = "judge" + item_state = "judge" + body_parts_covered = CHEST|GROIN|LEGS|ARMS + allowed = list(/obj/item/weapon/storage/fancy/cigarettes,/obj/item/stack/spacecash) + flags_inv = HIDEJUMPSUIT + + +/obj/item/clothing/suit/apron/overalls + name = "coveralls" + desc = "A set of denim overalls." + icon_state = "overalls" + item_state = "overalls" + body_parts_covered = CHEST|GROIN|LEGS + + +/obj/item/clothing/suit/syndicatefake + name = "black and red space suit replica" + icon_state = "syndicate-black-red" + item_state = "syndicate-black-red" + desc = "A plastic replica of the Syndicate space suit. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!" + w_class = WEIGHT_CLASS_NORMAL + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy) + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + resistance_flags = 0 + +/obj/item/clothing/suit/hastur + name = "\improper Hastur's robe" + desc = "Robes not meant to be worn by man." + icon_state = "hastur" + item_state = "hastur" + body_parts_covered = CHEST|GROIN|LEGS|ARMS + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + + +/obj/item/clothing/suit/imperium_monk + name = "\improper Imperium monk suit" + desc = "Have YOU killed a xeno today?" + icon_state = "imperium_monk" + item_state = "imperium_monk" + body_parts_covered = CHEST|GROIN|LEGS|ARMS + flags_inv = HIDESHOES|HIDEJUMPSUIT + allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen) + + +/obj/item/clothing/suit/chickensuit + name = "chicken suit" + desc = "A suit made long ago by the ancient empire KFC." + icon_state = "chickensuit" + item_state = "chickensuit" + body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET + flags_inv = HIDESHOES|HIDEJUMPSUIT + + +/obj/item/clothing/suit/monkeysuit + name = "monkey suit" + desc = "A suit that looks like a primate." + icon_state = "monkeysuit" + item_state = "monkeysuit" + body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET|HANDS + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + +/obj/item/clothing/suit/toggle/owlwings + name = "owl cloak" + desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." + icon_state = "owl_wings" + item_state = "owl_wings" + togglename = "wings" + body_parts_covered = ARMS|CHEST + allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) + actions_types = list(/datum/action/item_action/toggle_wings) + +/obj/item/clothing/suit/toggle/owlwings/griffinwings + name = "griffon cloak" + desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." + icon_state = "griffin_wings" + item_state = "griffin_wings" + + +/obj/item/clothing/suit/holidaypriest + name = "holiday priest" + desc = "This is a nice holiday, my son." + icon_state = "holidaypriest" + item_state = "w_suit" + body_parts_covered = CHEST|GROIN|LEGS|ARMS + flags_inv = HIDEJUMPSUIT + allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen) + +/obj/item/clothing/suit/cardborg + name = "cardborg suit" + desc = "An ordinary cardboard box with holes cut in the sides." + icon_state = "cardborg" + item_state = "cardborg" + body_parts_covered = CHEST|GROIN + flags_inv = HIDEJUMPSUIT + dog_fashion = /datum/dog_fashion/back + +/obj/item/clothing/suit/cardborg/equipped(mob/living/user, slot) + ..() + if(slot == slot_wear_suit) + disguise(user) + +/obj/item/clothing/suit/cardborg/dropped(mob/living/user) + ..() + user.remove_alt_appearance("standard_borg_disguise") + +/obj/item/clothing/suit/cardborg/proc/disguise(mob/living/carbon/human/H, obj/item/clothing/head/cardborg/borghead) + if(istype(H)) + if(!borghead) + borghead = H.head + if(istype(borghead, /obj/item/clothing/head/cardborg)) //why is this done this way? because equipped() is called BEFORE THE ITEM IS IN THE SLOT WHYYYY + var/image/I = image(icon = 'icons/mob/robots.dmi' , icon_state = "robot", loc = H) + I.override = 1 + I.add_overlay(mutable_appearance('icons/mob/robots.dmi', "robot_e")) //gotta look realistic add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/silicons, "standard_borg_disguise", I) //you look like a robot to robots! (including yourself because you're totally a robot) - - -/obj/item/clothing/suit/snowman - name = "snowman outfit" - desc = "Two white spheres covered in white glitter. 'Tis the season." - icon_state = "snowman" - item_state = "snowman" - body_parts_covered = CHEST|GROIN - flags_inv = HIDEJUMPSUIT - -/obj/item/clothing/suit/poncho - name = "poncho" - desc = "Your classic, non-racist poncho." - icon_state = "classicponcho" - item_state = "classicponcho" - -/obj/item/clothing/suit/poncho/green - name = "green poncho" - desc = "Your classic, non-racist poncho. This one is green." - icon_state = "greenponcho" - item_state = "greenponcho" - -/obj/item/clothing/suit/poncho/red - name = "red poncho" - desc = "Your classic, non-racist poncho. This one is red." - icon_state = "redponcho" - item_state = "redponcho" - -/obj/item/clothing/suit/poncho/ponchoshame - name = "poncho of shame" - desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally." - icon_state = "ponchoshame" - item_state = "ponchoshame" - flags = NODROP - -/obj/item/clothing/suit/whitedress - name = "white dress" - desc = "A fancy white dress." - icon_state = "white_dress" - item_state = "w_suit" - body_parts_covered = CHEST|GROIN|LEGS|FEET - flags_inv = HIDEJUMPSUIT|HIDESHOES - -/obj/item/clothing/suit/hooded/carp_costume - name = "carp costume" - desc = "A costume made from 'synthetic' carp scales, it smells." - icon_state = "carp_casual" - item_state = "labcoat" - body_parts_covered = CHEST|GROIN|ARMS - cold_protection = CHEST|GROIN|ARMS - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too - allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen, /obj/item/weapon/gun/ballistic/automatic/speargun) - hoodtype = /obj/item/clothing/head/hooded/carp_hood - -/obj/item/clothing/head/hooded/carp_hood - name = "carp hood" - desc = "A hood attached to a carp costume." - icon_state = "carp_casual" - body_parts_covered = HEAD - cold_protection = HEAD - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - flags_inv = HIDEHAIR|HIDEEARS - -/obj/item/clothing/suit/hooded/ian_costume //It's Ian, rub his bell- oh god what happened to his inside parts? - name = "corgi costume" - desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs." - icon_state = "ian" - item_state = "labcoat" - body_parts_covered = CHEST|GROIN|ARMS - //cold_protection = CHEST|GROIN|ARMS - //min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - allowed = list() - hoodtype = /obj/item/clothing/head/hooded/ian_hood - dog_fashion = /datum/dog_fashion/back - -/obj/item/clothing/head/hooded/ian_hood - name = "corgi hood" - desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits." - icon_state = "ian" - body_parts_covered = HEAD - //cold_protection = HEAD - //min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - flags_inv = HIDEHAIR|HIDEEARS - -/obj/item/clothing/suit/hooded/bee_costume // It's Hip! - name = "bee costume" - desc = "Bee the true Queen!" - icon_state = "bee" - item_state = "labcoat" - body_parts_covered = CHEST|GROIN|ARMS - flags = THICKMATERIAL - hoodtype = /obj/item/clothing/head/hooded/bee_hood - -/obj/item/clothing/head/hooded/bee_hood - name = "bee hood" - desc = "A hood attached to a bee costume." - icon_state = "bee" - body_parts_covered = HEAD - flags = THICKMATERIAL - flags_inv = HIDEHAIR|HIDEEARS - -/obj/item/clothing/suit/hooded/bloated_human //OH MY GOD WHAT HAVE YOU DONE!?!?!? - name = "bloated human suit" - desc = "A horribly bloated suit made from human skins." - icon_state = "lingspacesuit" - item_state = "labcoat" - body_parts_covered = CHEST|GROIN|ARMS - allowed = list() - actions_types = list(/datum/action/item_action/toggle_human_head) - hoodtype = /obj/item/clothing/head/hooded/human_head - - -/obj/item/clothing/head/hooded/human_head - name = "bloated human head" - desc = "A horribly bloated and mismatched human head." - icon_state = "lingspacehelmet" - body_parts_covered = HEAD - flags_cover = HEADCOVERSEYES - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR - -/obj/item/clothing/suit/security/officer/russian - name = "russian officer's jacket" - desc = "This jacket is for those special occasions when a russian officer isn't required to wear their armor." - icon_state = "officertanjacket" - item_state = "officertanjacket" - body_parts_covered = CHEST|ARMS - -/* - * Misc - */ - -/obj/item/clothing/suit/straight_jacket - name = "straight jacket" - desc = "A suit that completely restrains the wearer. Manufactured by Antyphun Corp." //Straight jacket is antifun - icon_state = "straight_jacket" - item_state = "straight_jacket" - body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - strip_delay = 60 - breakouttime = 3000 - -/obj/item/clothing/suit/ianshirt - name = "worn shirt" - desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it, but it's pretty close. Good for sleeping in." - icon_state = "ianshirt" - item_state = "ianshirt" - -/obj/item/clothing/suit/nerdshirt - name = "gamer shirt" - desc = "A baggy shirt with vintage game character Phanic the Weasel. Why would anyone wear this?" - icon_state = "nerdshirt" - item_state = "nerdshirt" - -/obj/item/clothing/suit/vapeshirt //wearing this is asking to get beat. - name = "Vape Naysh shirt" - desc = "A cheap white T-shirt with a big tacky \"VN\" on the front, Why would you wear this unironicly?" - icon_state = "vapeshirt" - item_state = "vapeshirt" - -/obj/item/clothing/suit/jacket - name = "bomber jacket" - desc = "Aviators not included." - icon_state = "bomberjacket" - item_state = "brownjsuit" - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/radio) - body_parts_covered = CHEST|GROIN|ARMS - cold_protection = CHEST|GROIN|ARMS - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - -/obj/item/clothing/suit/jacket/leather - name = "leather jacket" - desc = "Pompadour not included." - icon_state = "leatherjacket" - item_state = "hostrench" - resistance_flags = 0 - max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/ballistic/automatic/pistol,/obj/item/weapon/gun/ballistic/revolver,/obj/item/weapon/gun/ballistic/revolver/detective,/obj/item/device/radio) - -/obj/item/clothing/suit/jacket/leather/overcoat - name = "leather overcoat" - desc = "That's a damn fine coat." - icon_state = "leathercoat" - body_parts_covered = CHEST|GROIN|ARMS|LEGS - cold_protection = CHEST|GROIN|ARMS|LEGS - -/obj/item/clothing/suit/jacket/puffer - name = "puffer jacket" - desc = "A thick jacket with a rubbery, water-resistant shell." - icon_state = "pufferjacket" - item_state = "hostrench" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 0) - -/obj/item/clothing/suit/jacket/puffer/vest - name = "puffer vest" - desc = "A thick vest with a rubbery, water-resistant shell." - icon_state = "puffervest" - item_state = "armor" - body_parts_covered = CHEST|GROIN - cold_protection = CHEST|GROIN - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 30, rad = 0, fire = 0, acid = 0) - -/obj/item/clothing/suit/jacket/miljacket - name = "military jacket" - desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable." - icon_state = "militaryjacket" - item_state = "militaryjacket" - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/ballistic/automatic/pistol,/obj/item/weapon/gun/ballistic/revolver,/obj/item/weapon/gun/ballistic/revolver/detective,/obj/item/device/radio) - -/obj/item/clothing/suit/jacket/letterman - name = "letterman jacket" - desc = "A classic brown letterman jacket. Looks pretty hot and heavy." - icon_state = "letterman" - item_state = "letterman" - -/obj/item/clothing/suit/jacket/letterman_red - name = "red letterman jacket" - desc = "A letterman jacket in a sick red color. Radical." - icon_state = "letterman_red" - item_state = "letterman_red" - -/obj/item/clothing/suit/jacket/letterman_syndie - name = "blood-red letterman jacket" - desc = "Oddly, this jacket seems to have a large S on the back..." - icon_state = "letterman_s" - item_state = "letterman_s" - -/obj/item/clothing/suit/jacket/letterman_nanotrasen - name = "blue letterman jacket" - desc = "A blue letterman jacket with a proud Nanotrasen N on the back. The tag says that it was made in Space China." - icon_state = "letterman_n" - item_state = "letterman_n" - -/obj/item/clothing/suit/xenos - name = "xenos suit" - desc = "A suit made out of chitinous alien hide." - icon_state = "xenos" - item_state = "xenos_helm" - body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - allowed = list(/obj/item/clothing/mask/facehugger/toy) - - -// WINTER COATS - -/obj/item/clothing/suit/hooded/wintercoat - name = "winter coat" - desc = "A heavy jacket made from 'synthetic' animal furs." - icon_state = "coatwinter" - item_state = "coatwinter" - body_parts_covered = CHEST|GROIN|ARMS - cold_protection = CHEST|GROIN|ARMS - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter) - -/obj/item/clothing/head/hooded/winterhood - name = "winter hood" - desc = "A hood attached to a heavy winter jacket." - icon_state = "winterhood" - body_parts_covered = HEAD - cold_protection = HEAD - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - flags_inv = HIDEHAIR|HIDEEARS - -/obj/item/clothing/suit/hooded/wintercoat/captain - name = "captain's winter coat" - icon_state = "coatcaptain" - item_state = "coatcaptain" - armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50) - allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) - hoodtype = /obj/item/clothing/head/hooded/winterhood/captain - -/obj/item/clothing/head/hooded/winterhood/captain - icon_state = "winterhood_captain" - -/obj/item/clothing/suit/hooded/wintercoat/security - name = "security winter coat" - icon_state = "coatsecurity" - item_state = "coatsecurity" - armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 45) - allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) - hoodtype = /obj/item/clothing/head/hooded/winterhood/security - -/obj/item/clothing/head/hooded/winterhood/security - icon_state = "winterhood_security" - -/obj/item/clothing/suit/hooded/wintercoat/medical - name = "medical winter coat" - icon_state = "coatmedical" - item_state = "coatmedical" - allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic) - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 45) - hoodtype = /obj/item/clothing/head/hooded/winterhood/medical - -/obj/item/clothing/head/hooded/winterhood/medical - icon_state = "winterhood_medical" - -/obj/item/clothing/suit/hooded/wintercoat/science - name = "science winter coat" - icon_state = "coatscience" - item_state = "coatscience" - allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic) - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0) - hoodtype = /obj/item/clothing/head/hooded/winterhood/science - -/obj/item/clothing/head/hooded/winterhood/science - icon_state = "winterhood_science" - -/obj/item/clothing/suit/hooded/wintercoat/engineering - name = "engineering winter coat" - icon_state = "coatengineer" - item_state = "coatengineer" - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20, fire = 30, acid = 45) - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/construction/rcd, /obj/item/weapon/pipe_dispenser) - hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering - -/obj/item/clothing/head/hooded/winterhood/engineering - icon_state = "winterhood_engineer" - -/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos - name = "atmospherics winter coat" - icon_state = "coatatmos" - item_state = "coatatmos" - hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering/atmos - -/obj/item/clothing/head/hooded/winterhood/engineering/atmos - icon_state = "winterhood_atmos" - -/obj/item/clothing/suit/hooded/wintercoat/hydro - name = "hydroponics winter coat" - icon_state = "coathydro" - item_state = "coathydro" - allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants) - hoodtype = /obj/item/clothing/head/hooded/winterhood/hydro - -/obj/item/clothing/head/hooded/winterhood/hydro - icon_state = "winterhood_hydro" - -/obj/item/clothing/suit/hooded/wintercoat/cargo - name = "cargo winter coat" - icon_state = "coatcargo" - item_state = "coatcargo" - hoodtype = /obj/item/clothing/head/hooded/winterhood/cargo - -/obj/item/clothing/head/hooded/winterhood/cargo - icon_state = "winterhood_cargo" - -/obj/item/clothing/suit/hooded/wintercoat/miner - name = "mining winter coat" - icon_state = "coatminer" - item_state = "coatminer" - allowed = list(/obj/item/weapon/pickaxe,/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter) - armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) - hoodtype = /obj/item/clothing/head/hooded/winterhood/miner - -/obj/item/clothing/head/hooded/winterhood/miner - icon_state = "winterhood_miner" - -/obj/item/clothing/suit/spookyghost - name = "spooky ghost" - desc = "this is obviously just a bedsheet, but maybe try it on?" - icon_state = "bedsheet" - user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost" , "incorporeal_move" = 1, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150) - alternate_worn_layer = ABOVE_BODY_FRONT_LAYER //so the bedsheet goes over everything but fire + +/obj/item/clothing/suit/snowman + name = "snowman outfit" + desc = "Two white spheres covered in white glitter. 'Tis the season." + icon_state = "snowman" + item_state = "snowman" + body_parts_covered = CHEST|GROIN + flags_inv = HIDEJUMPSUIT + +/obj/item/clothing/suit/poncho + name = "poncho" + desc = "Your classic, non-racist poncho." + icon_state = "classicponcho" + item_state = "classicponcho" + +/obj/item/clothing/suit/poncho/green + name = "green poncho" + desc = "Your classic, non-racist poncho. This one is green." + icon_state = "greenponcho" + item_state = "greenponcho" + +/obj/item/clothing/suit/poncho/red + name = "red poncho" + desc = "Your classic, non-racist poncho. This one is red." + icon_state = "redponcho" + item_state = "redponcho" + +/obj/item/clothing/suit/poncho/ponchoshame + name = "poncho of shame" + desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally." + icon_state = "ponchoshame" + item_state = "ponchoshame" + flags = NODROP + +/obj/item/clothing/suit/whitedress + name = "white dress" + desc = "A fancy white dress." + icon_state = "white_dress" + item_state = "w_suit" + body_parts_covered = CHEST|GROIN|LEGS|FEET + flags_inv = HIDEJUMPSUIT|HIDESHOES + +/obj/item/clothing/suit/hooded/carp_costume + name = "carp costume" + desc = "A costume made from 'synthetic' carp scales, it smells." + icon_state = "carp_casual" + item_state = "labcoat" + body_parts_covered = CHEST|GROIN|ARMS + cold_protection = CHEST|GROIN|ARMS + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too + allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen, /obj/item/weapon/gun/ballistic/automatic/speargun) + hoodtype = /obj/item/clothing/head/hooded/carp_hood + +/obj/item/clothing/head/hooded/carp_hood + name = "carp hood" + desc = "A hood attached to a carp costume." + icon_state = "carp_casual" + body_parts_covered = HEAD + cold_protection = HEAD + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + flags_inv = HIDEHAIR|HIDEEARS + +/obj/item/clothing/suit/hooded/ian_costume //It's Ian, rub his bell- oh god what happened to his inside parts? + name = "corgi costume" + desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs." + icon_state = "ian" + item_state = "labcoat" + body_parts_covered = CHEST|GROIN|ARMS + //cold_protection = CHEST|GROIN|ARMS + //min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + allowed = list() + hoodtype = /obj/item/clothing/head/hooded/ian_hood + dog_fashion = /datum/dog_fashion/back + +/obj/item/clothing/head/hooded/ian_hood + name = "corgi hood" + desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits." + icon_state = "ian" + body_parts_covered = HEAD + //cold_protection = HEAD + //min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + flags_inv = HIDEHAIR|HIDEEARS + +/obj/item/clothing/suit/hooded/bee_costume // It's Hip! + name = "bee costume" + desc = "Bee the true Queen!" + icon_state = "bee" + item_state = "labcoat" + body_parts_covered = CHEST|GROIN|ARMS + flags = THICKMATERIAL + hoodtype = /obj/item/clothing/head/hooded/bee_hood + +/obj/item/clothing/head/hooded/bee_hood + name = "bee hood" + desc = "A hood attached to a bee costume." + icon_state = "bee" + body_parts_covered = HEAD + flags = THICKMATERIAL + flags_inv = HIDEHAIR|HIDEEARS + +/obj/item/clothing/suit/hooded/bloated_human //OH MY GOD WHAT HAVE YOU DONE!?!?!? + name = "bloated human suit" + desc = "A horribly bloated suit made from human skins." + icon_state = "lingspacesuit" + item_state = "labcoat" + body_parts_covered = CHEST|GROIN|ARMS + allowed = list() + actions_types = list(/datum/action/item_action/toggle_human_head) + hoodtype = /obj/item/clothing/head/hooded/human_head + + +/obj/item/clothing/head/hooded/human_head + name = "bloated human head" + desc = "A horribly bloated and mismatched human head." + icon_state = "lingspacehelmet" + body_parts_covered = HEAD + flags_cover = HEADCOVERSEYES + flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR + +/obj/item/clothing/suit/security/officer/russian + name = "russian officer's jacket" + desc = "This jacket is for those special occasions when a russian officer isn't required to wear their armor." + icon_state = "officertanjacket" + item_state = "officertanjacket" + body_parts_covered = CHEST|ARMS + +/* + * Misc + */ + +/obj/item/clothing/suit/straight_jacket + name = "straight jacket" + desc = "A suit that completely restrains the wearer. Manufactured by Antyphun Corp." //Straight jacket is antifun + icon_state = "straight_jacket" + item_state = "straight_jacket" + body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + strip_delay = 60 + breakouttime = 3000 + +/obj/item/clothing/suit/ianshirt + name = "worn shirt" + desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it, but it's pretty close. Good for sleeping in." + icon_state = "ianshirt" + item_state = "ianshirt" + +/obj/item/clothing/suit/nerdshirt + name = "gamer shirt" + desc = "A baggy shirt with vintage game character Phanic the Weasel. Why would anyone wear this?" + icon_state = "nerdshirt" + item_state = "nerdshirt" + +/obj/item/clothing/suit/vapeshirt //wearing this is asking to get beat. + name = "Vape Naysh shirt" + desc = "A cheap white T-shirt with a big tacky \"VN\" on the front, Why would you wear this unironicly?" + icon_state = "vapeshirt" + item_state = "vapeshirt" + +/obj/item/clothing/suit/jacket + name = "bomber jacket" + desc = "Aviators not included." + icon_state = "bomberjacket" + item_state = "brownjsuit" + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/radio) + body_parts_covered = CHEST|GROIN|ARMS + cold_protection = CHEST|GROIN|ARMS + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + +/obj/item/clothing/suit/jacket/leather + name = "leather jacket" + desc = "Pompadour not included." + icon_state = "leatherjacket" + item_state = "hostrench" + resistance_flags = 0 + max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/ballistic/automatic/pistol,/obj/item/weapon/gun/ballistic/revolver,/obj/item/weapon/gun/ballistic/revolver/detective,/obj/item/device/radio) + +/obj/item/clothing/suit/jacket/leather/overcoat + name = "leather overcoat" + desc = "That's a damn fine coat." + icon_state = "leathercoat" + body_parts_covered = CHEST|GROIN|ARMS|LEGS + cold_protection = CHEST|GROIN|ARMS|LEGS + +/obj/item/clothing/suit/jacket/puffer + name = "puffer jacket" + desc = "A thick jacket with a rubbery, water-resistant shell." + icon_state = "pufferjacket" + item_state = "hostrench" + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 0) + +/obj/item/clothing/suit/jacket/puffer/vest + name = "puffer vest" + desc = "A thick vest with a rubbery, water-resistant shell." + icon_state = "puffervest" + item_state = "armor" + body_parts_covered = CHEST|GROIN + cold_protection = CHEST|GROIN + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 30, rad = 0, fire = 0, acid = 0) + +/obj/item/clothing/suit/jacket/miljacket + name = "military jacket" + desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable." + icon_state = "militaryjacket" + item_state = "militaryjacket" + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/ballistic/automatic/pistol,/obj/item/weapon/gun/ballistic/revolver,/obj/item/weapon/gun/ballistic/revolver/detective,/obj/item/device/radio) + +/obj/item/clothing/suit/jacket/letterman + name = "letterman jacket" + desc = "A classic brown letterman jacket. Looks pretty hot and heavy." + icon_state = "letterman" + item_state = "letterman" + +/obj/item/clothing/suit/jacket/letterman_red + name = "red letterman jacket" + desc = "A letterman jacket in a sick red color. Radical." + icon_state = "letterman_red" + item_state = "letterman_red" + +/obj/item/clothing/suit/jacket/letterman_syndie + name = "blood-red letterman jacket" + desc = "Oddly, this jacket seems to have a large S on the back..." + icon_state = "letterman_s" + item_state = "letterman_s" + +/obj/item/clothing/suit/jacket/letterman_nanotrasen + name = "blue letterman jacket" + desc = "A blue letterman jacket with a proud Nanotrasen N on the back. The tag says that it was made in Space China." + icon_state = "letterman_n" + item_state = "letterman_n" + +/obj/item/clothing/suit/xenos + name = "xenos suit" + desc = "A suit made out of chitinous alien hide." + icon_state = "xenos" + item_state = "xenos_helm" + body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS + flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + allowed = list(/obj/item/clothing/mask/facehugger/toy) + + +// WINTER COATS + +/obj/item/clothing/suit/hooded/wintercoat + name = "winter coat" + desc = "A heavy jacket made from 'synthetic' animal furs." + icon_state = "coatwinter" + item_state = "coatwinter" + body_parts_covered = CHEST|GROIN|ARMS + cold_protection = CHEST|GROIN|ARMS + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter) + +/obj/item/clothing/head/hooded/winterhood + name = "winter hood" + desc = "A hood attached to a heavy winter jacket." + icon_state = "winterhood" + body_parts_covered = HEAD + cold_protection = HEAD + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT + flags_inv = HIDEHAIR|HIDEEARS + +/obj/item/clothing/suit/hooded/wintercoat/captain + name = "captain's winter coat" + icon_state = "coatcaptain" + item_state = "coatcaptain" + armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50) + allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) + hoodtype = /obj/item/clothing/head/hooded/winterhood/captain + +/obj/item/clothing/head/hooded/winterhood/captain + icon_state = "winterhood_captain" + +/obj/item/clothing/suit/hooded/wintercoat/security + name = "security winter coat" + icon_state = "coatsecurity" + item_state = "coatsecurity" + armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 45) + allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic) + hoodtype = /obj/item/clothing/head/hooded/winterhood/security + +/obj/item/clothing/head/hooded/winterhood/security + icon_state = "winterhood_security" + +/obj/item/clothing/suit/hooded/wintercoat/medical + name = "medical winter coat" + icon_state = "coatmedical" + item_state = "coatmedical" + allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic) + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 45) + hoodtype = /obj/item/clothing/head/hooded/winterhood/medical + +/obj/item/clothing/head/hooded/winterhood/medical + icon_state = "winterhood_medical" + +/obj/item/clothing/suit/hooded/wintercoat/science + name = "science winter coat" + icon_state = "coatscience" + item_state = "coatscience" + allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic) + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0) + hoodtype = /obj/item/clothing/head/hooded/winterhood/science + +/obj/item/clothing/head/hooded/winterhood/science + icon_state = "winterhood_science" + +/obj/item/clothing/suit/hooded/wintercoat/engineering + name = "engineering winter coat" + icon_state = "coatengineer" + item_state = "coatengineer" + armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20, fire = 30, acid = 45) + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/construction/rcd, /obj/item/weapon/pipe_dispenser) + hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering + +/obj/item/clothing/head/hooded/winterhood/engineering + icon_state = "winterhood_engineer" + +/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos + name = "atmospherics winter coat" + icon_state = "coatatmos" + item_state = "coatatmos" + hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering/atmos + +/obj/item/clothing/head/hooded/winterhood/engineering/atmos + icon_state = "winterhood_atmos" + +/obj/item/clothing/suit/hooded/wintercoat/hydro + name = "hydroponics winter coat" + icon_state = "coathydro" + item_state = "coathydro" + allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants) + hoodtype = /obj/item/clothing/head/hooded/winterhood/hydro + +/obj/item/clothing/head/hooded/winterhood/hydro + icon_state = "winterhood_hydro" + +/obj/item/clothing/suit/hooded/wintercoat/cargo + name = "cargo winter coat" + icon_state = "coatcargo" + item_state = "coatcargo" + hoodtype = /obj/item/clothing/head/hooded/winterhood/cargo + +/obj/item/clothing/head/hooded/winterhood/cargo + icon_state = "winterhood_cargo" + +/obj/item/clothing/suit/hooded/wintercoat/miner + name = "mining winter coat" + icon_state = "coatminer" + item_state = "coatminer" + allowed = list(/obj/item/weapon/pickaxe,/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter) + armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + hoodtype = /obj/item/clothing/head/hooded/winterhood/miner + +/obj/item/clothing/head/hooded/winterhood/miner + icon_state = "winterhood_miner" + +/obj/item/clothing/suit/spookyghost + name = "spooky ghost" + desc = "this is obviously just a bedsheet, but maybe try it on?" + icon_state = "bedsheet" + user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost" , "incorporeal_move" = 1, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150) + alternate_worn_layer = ABOVE_BODY_FRONT_LAYER //so the bedsheet goes over everything but fire diff --git a/code/modules/detectivework/evidence.dm b/code/modules/detectivework/evidence.dm index 06110adb82..aa6368cfd6 100644 --- a/code/modules/detectivework/evidence.dm +++ b/code/modules/detectivework/evidence.dm @@ -47,15 +47,12 @@ icon_state = "evidence" - var/xx = I.pixel_x //save the offset of the item - var/yy = I.pixel_y - I.pixel_x = 0 //then remove it so it'll stay within the evidence bag - I.pixel_y = 0 - var/image/img = image("icon"=I, "layer"=FLOAT_LAYER) //take a snapshot. (necessary to stop the underlays appearing under our inventory-HUD slots ~Carn - img.plane = FLOAT_PLANE - I.pixel_x = xx //and then return it - I.pixel_y = yy - add_overlay(img) + var/mutable_appearance/in_evidence = new(I) + in_evidence.plane = FLOAT_PLANE + in_evidence.layer = FLOAT_LAYER + in_evidence.pixel_x = 0 + in_evidence.pixel_y = 0 + add_overlay(in_evidence) add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey. desc = "An evidence bag containing [I]. [I.desc]" diff --git a/code/modules/events/portal_storm.dm b/code/modules/events/portal_storm.dm index 8f95552a4b..888b87cc02 100644 --- a/code/modules/events/portal_storm.dm +++ b/code/modules/events/portal_storm.dm @@ -34,10 +34,10 @@ var/list/hostile_types = list() var/number_of_hostiles var/list/station_areas = list() - var/image/storm + var/mutable_appearance/storm /datum/round_event/portal_storm/setup() - storm = image('icons/obj/tesla_engine/energy_ball.dmi', "energy_ball_fast", layer=FLY_LAYER) + storm = storm = mutable_appearance('icons/obj/tesla_engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER) storm.color = "#00FF00" station_areas = get_areas_in_z(ZLEVEL_STATION) diff --git a/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm b/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm index 7e2deff368..1e2710afb6 100644 --- a/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm +++ b/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm @@ -22,9 +22,9 @@ if(R.glass_icon_state) icon_state = R.glass_icon_state else - var/image/I = image(icon, "glassoverlay") - I.color = mix_color_from_reagents(reagents.reagent_list) - add_overlay(I) + var/mutable_appearance/reagent_overlay = mutable_appearance(icon, "glassoverlay") + reagent_overlay.color = mix_color_from_reagents(reagents.reagent_list) + add_overlay(reagent_overlay) else icon_state = "glass_empty" name = "drinking glass" @@ -64,9 +64,9 @@ icon_state = largest_reagent.shot_glass_icon_state else icon_state = "shotglassclear" - var/image/I = image(icon, "shotglassoverlay") - I.color = mix_color_from_reagents(reagents.reagent_list) - add_overlay(I) + var/mutable_appearance/shot_overlay = mutable_appearance(icon, "shotglassoverlay") + shot_overlay.color = mix_color_from_reagents(reagents.reagent_list) + add_overlay(shot_overlay) else diff --git a/code/modules/food_and_drinks/food/customizables.dm b/code/modules/food_and_drinks/food/customizables.dm index 705319f7c3..3a6c2d91f6 100644 --- a/code/modules/food_and_drinks/food/customizables.dm +++ b/code/modules/food_and_drinks/food/customizables.dm @@ -101,37 +101,36 @@ filling_color = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3], rgbcolor[4]) /obj/item/weapon/reagent_containers/food/snacks/customizable/update_overlays(obj/item/weapon/reagent_containers/food/snacks/S) - var/image/I = new(icon, "[initial(icon_state)]_filling") + var/mutable_appearance/filling = mutable_appearance(icon, "[initial(icon_state)]_filling") if(S.filling_color == "#FFFFFF") - I.color = pick("#FF0000","#0000FF","#008000","#FFFF00") + filling.color = pick("#FF0000","#0000FF","#008000","#FFFF00") else - I.color = S.filling_color + filling.color = S.filling_color switch(ingredients_placement) if(INGREDIENTS_SCATTER) - I.pixel_x = rand(-1,1) - I.pixel_y = rand(-1,1) + filling.pixel_x = rand(-1,1) + filling.pixel_y = rand(-1,1) if(INGREDIENTS_STACK) - I.pixel_x = rand(-1,1) - I.pixel_y = 2 * ingredients.len - 1 + filling.pixel_x = rand(-1,1) + filling.pixel_y = 2 * ingredients.len - 1 if(INGREDIENTS_STACKPLUSTOP) - I.pixel_x = rand(-1,1) - I.pixel_y = 2 * ingredients.len - 1 + filling.pixel_x = rand(-1,1) + filling.pixel_y = 2 * ingredients.len - 1 if(our_overlays) our_overlays.Cut(ingredients.len) //???, add overlay calls later in this proc will queue the compile if necessary - var/image/TOP = new(icon, "[icon_state]_top") + var/mutable_appearance/TOP = mutable_appearance(icon, "[icon_state]_top") TOP.pixel_y = 2 * ingredients.len + 3 - add_overlay(I) + add_overlay(filling) add_overlay(TOP) return if(INGREDIENTS_FILL) cut_overlays() - I.color = filling_color + filling.color = filling_color if(INGREDIENTS_LINE) - I.pixel_y = rand(-8,3) - I.pixel_x = I.pixel_y + filling.pixel_x = filling.pixel_y = rand(-8,3) - add_overlay(I) + add_overlay(filling) /obj/item/weapon/reagent_containers/food/snacks/customizable/initialize_slice(obj/item/weapon/reagent_containers/food/snacks/slice, reagents_per_slice) @@ -248,14 +247,14 @@ name = "[customname] sandwich" BS.reagents.trans_to(src, BS.reagents.total_volume) ingMax = ingredients.len //can't add more ingredients after that - var/image/TOP = new(icon, "[BS.icon_state]") + var/mutable_appearance/TOP = mutable_appearance(icon, "[BS.icon_state]") TOP.pixel_y = 2 * ingredients.len + 3 add_overlay(TOP) if(istype(BS, /obj/item/weapon/reagent_containers/food/snacks/breadslice/custom)) - var/image/O = new(icon, "[initial(BS.icon_state)]_filling") - O.color = BS.filling_color - O.pixel_y = 2 * ingredients.len + 3 - add_overlay(O) + var/mutable_appearance/filling = new(icon, "[initial(BS.icon_state)]_filling") + filling.color = BS.filling_color + filling.pixel_y = 2 * ingredients.len + 3 + add_overlay(filling) qdel(BS) return else @@ -313,7 +312,7 @@ /obj/item/weapon/reagent_containers/glass/bowl/update_icon() cut_overlays() if(reagents && reagents.total_volume) - var/image/filling = image('icons/obj/food/soupsalad.dmi', "fullbowl") + var/mutable_appearance/filling = mutable_appearance('icons/obj/food/soupsalad.dmi', "fullbowl") filling.color = mix_color_from_reagents(reagents.reagent_list) add_overlay(filling) else diff --git a/code/modules/food_and_drinks/food/snacks.dm b/code/modules/food_and_drinks/food/snacks.dm index 96b8826971..d50c80567a 100644 --- a/code/modules/food_and_drinks/food/snacks.dm +++ b/code/modules/food_and_drinks/food/snacks.dm @@ -234,13 +234,13 @@ /obj/item/weapon/reagent_containers/food/snacks/proc/update_overlays(obj/item/weapon/reagent_containers/food/snacks/S) cut_overlays() - var/image/I = new(src.icon, "[initial(icon_state)]_filling") + var/mutable_appearance/filling = mutable_appearance(icon, "[initial(icon_state)]_filling") if(S.filling_color == "#FFFFFF") - I.color = pick("#FF0000","#0000FF","#008000","#FFFF00") + filling.color = pick("#FF0000","#0000FF","#008000","#FFFF00") else - I.color = S.filling_color + filling.color = S.filling_color - add_overlay(I) + add_overlay(filling) // initialize_cooked_food() is called when microwaving the food /obj/item/weapon/reagent_containers/food/snacks/proc/initialize_cooked_food(obj/item/weapon/reagent_containers/food/snacks/S, cooking_efficiency = 1) diff --git a/code/modules/food_and_drinks/food/snacks/meat.dm b/code/modules/food_and_drinks/food/snacks/meat.dm index 625a0bfd56..c1b5a55ac0 100644 --- a/code/modules/food_and_drinks/food/snacks/meat.dm +++ b/code/modules/food_and_drinks/food/snacks/meat.dm @@ -17,9 +17,9 @@ /obj/item/weapon/reagent_containers/food/snacks/meat/slab/initialize_slice(obj/item/weapon/reagent_containers/food/snacks/meat/rawcutlet/slice, reagents_per_slice) ..() - var/image/I = new(icon, "rawcutlet_coloration") - I.color = filling_color - slice.add_overlay(I) + var/mutable_appearance/filling = mutable_appearance(icon, "rawcutlet_coloration") + filling.color = filling_color + slice.add_overlay(filling) slice.filling_color = filling_color slice.name = "raw [name] cutlet" slice.meat_type = name diff --git a/code/modules/food_and_drinks/food/snacks_other.dm b/code/modules/food_and_drinks/food/snacks_other.dm index 4a9001c68f..6ec7fd9a1e 100644 --- a/code/modules/food_and_drinks/food/snacks_other.dm +++ b/code/modules/food_and_drinks/food/snacks_other.dm @@ -383,13 +383,13 @@ icon = 'icons/obj/lollipop.dmi' icon_state = "lollipop_stick" list_reagents = list("nutriment" = 1, "vitamin" = 1, "iron" = 10, "sugar" = 5, "omnizine" = 2) //Honk - var/image/head + var/mutable_appearance/head var/headcolor = rgb(0, 0, 0) tastes = list("candy" = 1) /obj/item/weapon/reagent_containers/food/snacks/lollipop/New() ..() - head = image(icon = 'icons/obj/lollipop.dmi', icon_state = "lollipop_head") + head = mutable_appearance('icons/obj/lollipop.dmi', "lollipop_head") change_head_color(rgb(rand(0, 255), rand(0, 255), rand(0, 255))) /obj/item/weapon/reagent_containers/food/snacks/lollipop/proc/change_head_color(C) diff --git a/code/modules/food_and_drinks/food/snacks_pie.dm b/code/modules/food_and_drinks/food/snacks_pie.dm index 68ccce9f2f..27016d0c20 100644 --- a/code/modules/food_and_drinks/food/snacks_pie.dm +++ b/code/modules/food_and_drinks/food/snacks_pie.dm @@ -33,7 +33,7 @@ if(ishuman(hit_atom)) var/mob/living/carbon/human/H = hit_atom - var/image/creamoverlay = image('icons/effects/creampie.dmi') + var/mutable_appearance/creamoverlay = mutable_appearance('icons/effects/creampie.dmi') if(H.dna.species.id == "lizard") creamoverlay.icon_state = "creampie_lizard" else diff --git a/code/modules/food_and_drinks/kitchen_machinery/gibber.dm b/code/modules/food_and_drinks/kitchen_machinery/gibber.dm index 13442c4032..a4d9a32d3d 100644 --- a/code/modules/food_and_drinks/kitchen_machinery/gibber.dm +++ b/code/modules/food_and_drinks/kitchen_machinery/gibber.dm @@ -47,7 +47,7 @@ /obj/machinery/gibber/New() ..() - src.add_overlay(image('icons/obj/kitchen.dmi', "grjam")) + add_overlay("grjam") var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/gibber(null) B.apply_default_parts(src) @@ -72,15 +72,15 @@ /obj/machinery/gibber/update_icon() cut_overlays() if (dirty) - src.add_overlay(image('icons/obj/kitchen.dmi', "grbloody")) + add_overlay("grbloody") if(stat & (NOPOWER|BROKEN)) return if (!occupant) - src.add_overlay(image('icons/obj/kitchen.dmi', "grjam")) + add_overlay("grjam") else if (operating) - src.add_overlay(image('icons/obj/kitchen.dmi', "gruse")) + add_overlay("gruse") else - src.add_overlay(image('icons/obj/kitchen.dmi', "gridle")) + add_overlay("gridle") /obj/machinery/gibber/attack_paw(mob/user) return src.attack_hand(user) diff --git a/code/modules/food_and_drinks/pizzabox.dm b/code/modules/food_and_drinks/pizzabox.dm index 1403fe02f0..d6f6c0f32e 100644 --- a/code/modules/food_and_drinks/pizzabox.dm +++ b/code/modules/food_and_drinks/pizzabox.dm @@ -59,21 +59,20 @@ icon_state = "pizzabox_open" if(pizza) icon_state = "pizzabox_messy" - var/image/pizzaimg = image(pizza.icon, icon_state = pizza.icon_state) - pizzaimg.pixel_y = -3 - add_overlay(pizzaimg) + var/mutable_appearance/pizza_overlay = mutable_appearance(pizza.icon, pizza.icon_state) + pizza_overlay.pixel_y = -3 + add_overlay(pizza_overlay) if(bomb) bomb.icon_state = "pizzabomb_[bomb_active ? "active" : "inactive"]" - var/image/bombimg = image(bomb.icon, icon_state = bomb.icon_state) - bombimg.pixel_y = 5 - add_overlay(bombimg) - else + var/mutable_appearance/bomb_overlay = mutable_appearance(bomb.icon, bomb.icon_state) + bomb_overlay.pixel_y = 5 + add_overlay(bomb_overlay) icon_state = "pizzabox[boxes.len + 1]" var/obj/item/pizzabox/box = boxes.len ? boxes[boxes.len] : src if(box.boxtag != "") - var/image/tagimg = image(icon, icon_state = "pizzabox_tag") - tagimg.pixel_y = boxes.len * 3 - add_overlay(tagimg) + var/mutable_appearance/tag_overlay = mutable_appearance(icon, "pizzabox_tag") + tag_overlay.pixel_y = boxes.len * 3 + add_overlay(tag_overlay) /obj/item/pizzabox/attack_self(mob/user) if(boxes.len > 0) diff --git a/code/modules/games/cards.dm b/code/modules/games/cards.dm index ebc9f84ae9..4e6f4c734e 100644 --- a/code/modules/games/cards.dm +++ b/code/modules/games/cards.dm @@ -234,31 +234,30 @@ if (cards.len == 1) var/datum/playingcard/P = cards[1] - var/image/I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") ) + var/mutable_appearance/card_overlay = mutable_appearance(icon, (concealed ? "card_back" : "[P.card_icon]") ) - I.pixel_x = I.pixel_x + (-5 + rand(10)) - I.pixel_y = I.pixel_y + (-5 + rand(10)) + card_overlay.pixel_x = card_overlay.pixel_x + (-5 + rand(10)) + card_overlay.pixel_y = card_overlay.pixel_y + (-5 + rand(10)) - add_overlay(I) + add_overlay(card_overlay) else - var/origin = -12 - var/offset = round(32 / cards.len) + var/origin = -12 + var/offset = round(32 / cards.len) - var/i = 0 - var/image/I + var/i = 0 + var/mutable_appearance/card_overlay for(var/datum/playingcard/P in cards) - I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") ) - I.pixel_x = origin + (offset * i) + card_overlay = mutable_appearance(icon, (concealed ? "card_back" : P.card_icon)) + card_overlay.pixel_x = origin + (offset * i) - add_overlay(I) + add_overlay(card_overlay) + i = i + 1 - i = i + 1 - - var/html = "" + var/html = "" for(var/datum/playingcard/card in cards) - html = html + "" + html = html + "" src.hi.updateContent("hand", html) diff --git a/code/modules/holiday/easter.dm b/code/modules/holiday/easter.dm index 067162be8c..d418b40b81 100644 --- a/code/modules/holiday/easter.dm +++ b/code/modules/holiday/easter.dm @@ -73,8 +73,8 @@ /obj/item/weapon/storage/bag/easterbasket/proc/countEggs() cut_overlays() - add_overlay(image("icon" = icon, "icon_state" = "basket-grass", "layer" = -1)) - add_overlay(image("icon" = icon, "icon_state" = "basket-egg[contents.len <= 5 ? contents.len : 5]", "layer" = -1)) + add_overlay("basket-grass") + add_overlay("basket-egg[min(contents.len, 5)]") /obj/item/weapon/storage/bag/easterbasket/remove_from_storage(obj/item/W as obj, atom/new_location) ..() diff --git a/code/modules/hydroponics/beekeeping/honeycomb.dm b/code/modules/hydroponics/beekeeping/honeycomb.dm index 442dd84aaf..85d623d1e9 100644 --- a/code/modules/hydroponics/beekeeping/honeycomb.dm +++ b/code/modules/hydroponics/beekeeping/honeycomb.dm @@ -21,13 +21,11 @@ /obj/item/weapon/reagent_containers/honeycomb/update_icon() cut_overlays() - var/image/honey + var/mutable_appearance/honey_overlay = mutable_appearance(icon, "honey") if(honey_color) - honey = image(icon = 'icons/obj/hydroponics/harvest.dmi', icon_state = "greyscale_honey") - honey.color = honey_color - else - honey = image(icon = 'icons/obj/hydroponics/harvest.dmi', icon_state = "honey") - add_overlay(honey) + honey_overlay.icon_state = "greyscale_honey" + honey_overlay.color = honey_color + add_overlay(honey_overlay) /obj/item/weapon/reagent_containers/honeycomb/proc/set_reagent(reagent) diff --git a/code/modules/hydroponics/grown/towercap.dm b/code/modules/hydroponics/grown/towercap.dm index 2c995695d1..6a1c877b97 100644 --- a/code/modules/hydroponics/grown/towercap.dm +++ b/code/modules/hydroponics/grown/towercap.dm @@ -116,8 +116,9 @@ can_buckle = 1 buckle_requires_restraints = 1 to_chat(user, "You add a rod to [src].") - var/image/U = image(icon='icons/obj/hydroponics/equipment.dmi',icon_state="bonfire_rod",pixel_y=16) - underlays += U + var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/hydroponics/equipment.dmi', "bonfire_rod") + rod_underlay.pixel_y = 16 + underlays += rod_underlay if(W.is_hot()) StartBurning() diff --git a/code/modules/hydroponics/hydroponics.dm b/code/modules/hydroponics/hydroponics.dm index a034612092..b26a911b3a 100644 --- a/code/modules/hydroponics/hydroponics.dm +++ b/code/modules/hydroponics/hydroponics.dm @@ -259,7 +259,7 @@ if(istype(src, /obj/machinery/hydroponics/soil)) add_atom_colour(rgb(255, 175, 0), FIXED_COLOUR_PRIORITY) else - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "gaia_blessing")) + overlays += mutable_appearance('icons/obj/hydroponics/equipment.dmi', "gaia_blessing") set_light(3) update_icon_hoses() @@ -287,31 +287,30 @@ icon_state = "hoses-[n]" /obj/machinery/hydroponics/proc/update_icon_plant() - var/image/I + var/mutable_appearance/plant_overlay = mutable_appearance(myseed.growing_icon, layer = OBJ_LAYER + 0.01) if(dead) - I = image(icon = myseed.growing_icon, icon_state = myseed.icon_dead) + plant_overlay.icon_state = myseed.icon_dead else if(harvest) if(!myseed.icon_harvest) - I = image(icon = myseed.growing_icon, icon_state = "[myseed.icon_grow][myseed.growthstages]") + plant_overlay.icon_state = "[myseed.icon_grow][myseed.growthstages]" else - I = image(icon = myseed.growing_icon, icon_state = myseed.icon_harvest) + plant_overlay.icon_state = myseed.icon_harvest else var/t_growthstate = min(round((age / myseed.maturation) * myseed.growthstages), myseed.growthstages) - I = image(icon = myseed.growing_icon, icon_state = "[myseed.icon_grow][t_growthstate]") - I.layer = OBJ_LAYER + 0.01 - add_overlay(I) + plant_overlay.icon_state = "[myseed.icon_grow][t_growthstate]" + add_overlay(plant_overlay) /obj/machinery/hydroponics/proc/update_icon_lights() if(waterlevel <= 10) - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lowwater3")) + add_overlay(mutable_appearance('icons/obj/hydroponics/equipment.dmi', "over_lowwater3")) if(nutrilevel <= 2) - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lownutri3")) + add_overlay(mutable_appearance('icons/obj/hydroponics/equipment.dmi', "over_lownutri3")) if(plant_health <= (myseed.endurance / 2)) - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lowhealth3")) + add_overlay(mutable_appearance('icons/obj/hydroponics/equipment.dmi', "over_lowhealth3")) if(weedlevel >= 5 || pestlevel >= 5 || toxic >= 40) - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_alert3")) + add_overlay(mutable_appearance('icons/obj/hydroponics/equipment.dmi', "over_alert3")) if(harvest) - add_overlay(image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_harvest3")) + add_overlay(mutable_appearance('icons/obj/hydroponics/equipment.dmi', "over_harvest3")) /obj/machinery/hydroponics/examine(user) diff --git a/code/modules/hydroponics/sample.dm b/code/modules/hydroponics/sample.dm index a4ab2919be..52c2e1052f 100644 --- a/code/modules/hydroponics/sample.dm +++ b/code/modules/hydroponics/sample.dm @@ -8,9 +8,9 @@ /obj/item/seeds/sample/New() ..() if(sample_color) - var/image/I = image(icon, icon_state = "sample-filling") - I.color = sample_color - add_overlay(I) + var/mutable_appearance/filling = mutable_appearance(icon, "sample-filling") + filling.color = sample_color + add_overlay(filling) /obj/item/seeds/sample/get_analyzer_text() return " The DNA of this sample is damaged beyond recovery, it can't support life on its own.\n*---------*" diff --git a/code/modules/mining/equipment.dm b/code/modules/mining/equipment.dm index 02a752c2d7..36c3053143 100644 --- a/code/modules/mining/equipment.dm +++ b/code/modules/mining/equipment.dm @@ -513,7 +513,7 @@ var/charged = 1 var/charge_time = 16 var/atom/mark = null - var/marked_image = null + var/mutable_appearance/marked_underlay /obj/item/projectile/destabilizer name = "destabilizing force" @@ -530,15 +530,16 @@ if(hammer_synced.mark == target) return ..() if(isliving(target)) - if(hammer_synced.mark && hammer_synced.marked_image) - hammer_synced.mark.underlays -= hammer_synced.marked_image - hammer_synced.marked_image = null + if(hammer_synced.mark && hammer_synced.marked_underlay) + hammer_synced.mark.underlays -= hammer_synced.marked_underlay + hammer_synced.marked_underlay = null var/mob/living/L = target if(L.mob_size >= MOB_SIZE_LARGE) hammer_synced.mark = L - var/image/I = image('icons/effects/effects.dmi', loc = L, icon_state = "shield2",pixel_y = (-L.pixel_y),pixel_x = (-L.pixel_x)) - L.underlays += I - hammer_synced.marked_image = I + hammer_synced.marked_underlay = mutable_appearance('icons/effects/effects.dmi', "shield2") + hammer_synced.marked_underlay.pixel_x = -L.pixel_x + hammer_synced.marked_underlay.pixel_y = -L.pixel_y + L.underlays += hammer_synced.marked_underlay var/target_turf = get_turf(target) if(ismineralturf(target_turf)) var/turf/closed/mineral/M = target_turf @@ -570,9 +571,8 @@ new /obj/effect/overlay/temp/kinetic_blast(get_turf(L)) mark = 0 if(L.mob_size >= MOB_SIZE_LARGE) - L.underlays -= marked_image - qdel(marked_image) - marked_image = null + L.underlays -= marked_underlay + QDEL_NULL(marked_underlay) var/backstab_dir = get_dir(user, L) var/def_check = L.getarmor(type = "bomb") if((user.dir & backstab_dir) && (L.dir & backstab_dir)) diff --git a/code/modules/mining/fulton.dm b/code/modules/mining/fulton.dm index 463ee524f9..b8b1bcc6b9 100644 --- a/code/modules/mining/fulton.dm +++ b/code/modules/mining/fulton.dm @@ -69,9 +69,9 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons) if(uses_left <= 0) user.drop_item(src) loc = A - var/image/balloon - var/image/balloon2 - var/image/balloon3 + var/mutable_appearance/balloon + var/mutable_appearance/balloon2 + var/mutable_appearance/balloon3 if(isliving(A)) var/mob/living/M = A M.Weaken(16) // Keep them from moving during the duration of the extraction @@ -82,12 +82,12 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons) var/obj/effect/extraction_holder/holder_obj = new(A.loc) holder_obj.appearance = A.appearance A.loc = holder_obj - balloon2 = image('icons/obj/fulton_balloon.dmi',"fulton_expand") + balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand") balloon2.pixel_y = 10 balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.add_overlay(balloon2) sleep(4) - balloon = image('icons/obj/fulton_balloon.dmi',"fulton_balloon") + balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon") balloon.pixel_y = 10 balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.cut_overlay(balloon2) @@ -121,7 +121,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons) sleep(10) animate(holder_obj, pixel_z = 10, time = 10) sleep(10) - balloon3 = image('icons/obj/fulton_balloon.dmi',"fulton_retract") + balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract") balloon3.pixel_y = 10 balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.cut_overlay(balloon) diff --git a/code/modules/mining/lavaland/ruins/gym.dm b/code/modules/mining/lavaland/ruins/gym.dm index c390851b1b..13e3e56f66 100644 --- a/code/modules/mining/lavaland/ruins/gym.dm +++ b/code/modules/mining/lavaland/ruins/gym.dm @@ -68,9 +68,8 @@ user.setDir(SOUTH) user.Stun(4) user.loc = src.loc - var/image/W = image('goon/icons/obj/fitness.dmi',"fitnessweight-w") - W.layer = WALL_OBJ_LAYER - add_overlay(W) + var/mutable_appearance/swole_overlay = mutable_appearance(icon, "fitnessweight-w", WALL_OBJ_LAYER) + add_overlay(swole_overlay) var/bragmessage = pick("pushing it to the limit","going into overdrive","burning with determination","rising up to the challenge", "getting strong now","getting ripped") user.visible_message("[user] is [bragmessage]!") var/reps = 0 @@ -93,5 +92,5 @@ animate(user, pixel_y = 0, time = 3) var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!") icon_state = "fitnessweight" - cut_overlay(W) + cut_overlay(swole_overlay) to_chat(user, "[finishmessage]") \ No newline at end of file diff --git a/code/modules/mining/ores_coins.dm b/code/modules/mining/ores_coins.dm index 98a6c3d46d..1e7f01d7a3 100644 --- a/code/modules/mining/ores_coins.dm +++ b/code/modules/mining/ores_coins.dm @@ -392,7 +392,7 @@ return if (CC.use(1)) - add_overlay(image('icons/obj/economy.dmi',"coin_string_overlay")) + add_overlay("coin_string_overlay") string_attached = 1 to_chat(user, "You attach a string to the coin.") else diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index 7a77aab7cd..7946d67d10 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -37,10 +37,10 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER) //These variables store hair data if the ghost originates from a species with head and/or facial hair. var/hair_style var/hair_color - var/image/hair_image + var/mutable_appearance/hair_overlay var/facial_hair_style var/facial_hair_color - var/image/facial_hair_image + var/mutable_appearance/facial_hair_overlay var/updatedir = 1 //Do we have to update our dir as the ghost moves around? var/lastsetting = null //Stores the last setting that ghost_others was set to, for a little more efficiency when we update ghost images. Null means no update is necessary @@ -161,13 +161,13 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER) ghost_accs = client.prefs.ghost_accs ghost_others = client.prefs.ghost_others - if(hair_image) - cut_overlay(hair_image) - hair_image = null + if(hair_overlay) + cut_overlay(hair_overlay) + hair_overlay = null - if(facial_hair_image) - cut_overlay(facial_hair_image) - facial_hair_image = null + if(facial_hair_overlay) + cut_overlay(facial_hair_overlay) + facial_hair_overlay = null if(new_form) @@ -188,19 +188,19 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER) if(facial_hair_style) S = GLOB.facial_hair_styles_list[facial_hair_style] if(S) - facial_hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER) + facial_hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER) if(facial_hair_color) - facial_hair_image.color = "#" + facial_hair_color - facial_hair_image.alpha = 200 - add_overlay(facial_hair_image) + facial_hair_overlay.color = "#" + facial_hair_color + facial_hair_overlay.alpha = 200 + add_overlay(facial_hair_overlay) if(hair_style) S = GLOB.hair_styles_list[hair_style] if(S) - hair_image = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER) + hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER) if(hair_color) - hair_image.color = "#" + hair_color - hair_image.alpha = 200 - add_overlay(hair_image) + hair_overlay.color = "#" + hair_color + hair_overlay.alpha = 200 + add_overlay(hair_overlay) /* * Increase the brightness of a color by calculating the average distance between the R, G and B values, diff --git a/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm b/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm index 3512f6bcdc..8940220d3b 100644 --- a/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm +++ b/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm @@ -1,7 +1,7 @@ /mob/living/carbon/alien/humanoid/update_icons() cut_overlays() - for(var/image/I in overlays_standing) + for(var/I in overlays_standing) add_overlay(I) if(stat == DEAD) @@ -66,7 +66,7 @@ dmi_file = 'icons/mob/alienqueen.dmi' if(handcuffed) - overlays_standing[HANDCUFF_LAYER] = image(dmi_file,icon_state= cuff_icon, layer =-HANDCUFF_LAYER) + overlays_standing[HANDCUFF_LAYER] = mutable_appearance(dmi_file, cuff_icon, -HANDCUFF_LAYER) apply_overlay(HANDCUFF_LAYER) //Royals have bigger sprites, so inhand things must be handled differently. @@ -80,16 +80,14 @@ var/itm_state = l_hand.item_state if(!itm_state) itm_state = l_hand.icon_state - var/image/I = image("icon" = alt_inhands_file , "icon_state"="[itm_state][caste]_l", "layer"=-HANDS_LAYER) - hands += I + hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_l", -HANDS_LAYER) var/obj/item/r_hand = get_item_for_held_index(2) if(r_hand) var/itm_state = r_hand.item_state if(!itm_state) itm_state = r_hand.icon_state - var/image/I = image("icon" = alt_inhands_file , "icon_state"="[itm_state][caste]_r", "layer"=-HANDS_LAYER) - hands += I + hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_r", -HANDS_LAYER) overlays_standing[HANDS_LAYER] = hands apply_overlay(HANDS_LAYER) \ No newline at end of file diff --git a/code/modules/mob/living/carbon/alien/screen.dm b/code/modules/mob/living/carbon/alien/screen.dm index 700680486a..c3e0d88edd 100644 --- a/code/modules/mob/living/carbon/alien/screen.dm +++ b/code/modules/mob/living/carbon/alien/screen.dm @@ -18,7 +18,6 @@ return var/Qdir = get_dir(src, Q) var/Qdist = get_dist(src, Q) - image(icon,loc,icon_state,layer,dir) var/finder_icon = "finder_center" //Overlay showed when adjacent to or on top of the queen! switch(Qdist) if(2 to 7) @@ -27,7 +26,7 @@ finder_icon = "finder_med" if(21 to INFINITY) finder_icon = "finder_far" - var/image/finder_eye = image('icons/mob/screen_alien.dmi', icon_state = finder_icon, dir = Qdir) + var/image/finder_eye = image('icons/mob/screen_alien.dmi', finder_icon, dir = Qdir) hud_used.alien_queen_finder.add_overlay(finder_eye) /mob/living/carbon/alien/humanoid/royal/queen/findQueen() diff --git a/code/modules/mob/living/carbon/alien/special/alien_embryo.dm b/code/modules/mob/living/carbon/alien/special/alien_embryo.dm index 2823e56d00..68d94b4c04 100644 --- a/code/modules/mob/living/carbon/alien/special/alien_embryo.dm +++ b/code/modules/mob/living/carbon/alien/special/alien_embryo.dm @@ -81,7 +81,7 @@ var/mob/dead/observer/ghost = pick(candidates) - var/overlay = image('icons/mob/alien.dmi', loc = owner, icon_state = "burst_lie") + var/mutable_appearance/overlay = mutable_appearance('icons/mob/alien.dmi', "burst_lie") owner.add_overlay(overlay) var/atom/xeno_loc = get_turf(owner) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 29df56b669..97686940bd 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -751,7 +751,7 @@ ..() /mob/living/carbon/fakefire(var/fire_icon = "Generic_mob_burning") - var/image/new_fire_overlay = image("icon"='icons/mob/OnFire.dmi', "icon_state"= fire_icon, "layer"=-FIRE_LAYER) + var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER) new_fire_overlay.appearance_flags = RESET_COLOR overlays_standing[FIRE_LAYER] = new_fire_overlay apply_overlay(FIRE_LAYER) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index be95d2e3d1..8b9899d067 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -732,8 +732,8 @@ /mob/living/carbon/human/wash_cream() //clean both to prevent a rare bug - cut_overlay(image('icons/effects/creampie.dmi', "creampie_lizard")) - cut_overlay(image('icons/effects/creampie.dmi', "creampie_human")) + cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard")) + cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_human")) //Turns a mob black, flashes a skeleton overlay @@ -742,17 +742,19 @@ //Handle mutant parts if possible if(dna && dna.species) add_atom_colour("#000000", TEMPORARY_COLOUR_PRIORITY) - var/static/image/electrocution_skeleton_anim = image(icon = icon, icon_state = "electrocuted_base") - electrocution_skeleton_anim.appearance_flags = RESET_COLOR + var/static/mutable_appearance/electrocution_skeleton_anim + if(!electrocution_skeleton_anim) + electrocution_skeleton_anim = mutable_appearance(icon, "electrocuted_base") + electrocution_skeleton_anim.appearance_flags |= RESET_COLOR add_overlay(electrocution_skeleton_anim) addtimer(CALLBACK(src, .proc/end_electrocution_animation, electrocution_skeleton_anim), anim_duration) else //or just do a generic animation flick_overlay_view(image(icon,src,"electrocuted_generic",ABOVE_MOB_LAYER), src, anim_duration) -/mob/living/carbon/human/proc/end_electrocution_animation(image/I) +/mob/living/carbon/human/proc/end_electrocution_animation(mutable_appearance/MA) remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#000000") - cut_overlay(I) + cut_overlay(MA) /mob/living/carbon/human/canUseTopic(atom/movable/M, be_close = 0) if(incapacitated() || lying ) @@ -821,9 +823,9 @@ if(hal_screwyhud == SCREWYHUD_HEALTHY) icon_num = 0 if(icon_num) - hud_used.healthdoll.add_overlay(image('icons/mob/screen_gen.dmi',"[BP.body_zone][icon_num]")) + hud_used.healthdoll.add_overlay(mutable_appearance('icons/mob/screen_gen.dmi', "[BP.body_zone][icon_num]")) for(var/t in get_missing_limbs()) //Missing limbs - hud_used.healthdoll.add_overlay(image('icons/mob/screen_gen.dmi',"[t]6")) + hud_used.healthdoll.add_overlay(mutable_appearance('icons/mob/screen_gen.dmi', "[t]6")) else hud_used.healthdoll.icon_state = "healthdoll_DEAD" diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index ecca978880..71b607c928 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -229,22 +229,22 @@ fhair_state += dynamic_fhair_suffix fhair_file = 'icons/mob/facialhair_extensions.dmi' - var/image/img_facial = image("icon" = fhair_file, "icon_state" = fhair_state, "layer" = -HAIR_LAYER) + var/mutable_appearance/facial_overlay = mutable_appearance(fhair_file, fhair_state, -HAIR_LAYER) if(!forced_colour) if(hair_color) if(hair_color == "mutcolor") - img_facial.color = "#" + H.dna.features["mcolor"] + facial_overlay.color = "#" + H.dna.features["mcolor"] else - img_facial.color = "#" + hair_color + facial_overlay.color = "#" + hair_color else - img_facial.color = "#" + H.facial_hair_color + facial_overlay.color = "#" + H.facial_hair_color else - img_facial.color = forced_colour + facial_overlay.color = forced_colour - img_facial.alpha = hair_alpha + facial_overlay.alpha = hair_alpha - standing += img_facial + standing += facial_overlay if(H.head) var/obj/item/I = H.head @@ -262,9 +262,11 @@ hair_hidden = TRUE if(!hair_hidden || dynamic_hair_suffix) + var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER) if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain if(!(NOBLOOD in species_traits)) - standing += image("icon"='icons/mob/human_face.dmi', "icon_state" = "debrained", "layer" = -HAIR_LAYER) + hair_overlay.icon = 'icons/mob/human_face.dmi' + hair_overlay.icon_state = "debrained" else if(H.hair_style && (HAIR in species_traits)) S = GLOB.hair_styles_list[H.hair_style] @@ -286,70 +288,70 @@ hair_state += dynamic_hair_suffix hair_file = 'icons/mob/hair_extensions.dmi' - var/image/img_hair = image("icon" = hair_file, "icon_state" = hair_state, "layer" = -HAIR_LAYER) + hair_overlay.icon = hair_file + hair_overlay.icon_state = hair_state if(!forced_colour) if(hair_color) if(hair_color == "mutcolor") - img_hair.color = "#" + H.dna.features["mcolor"] + hair_overlay.color = "#" + H.dna.features["mcolor"] else - img_hair.color = "#" + hair_color + hair_overlay.color = "#" + hair_color else - img_hair.color = "#" + H.hair_color + hair_overlay.color = "#" + H.hair_color else - img_hair.color = forced_colour - img_hair.alpha = hair_alpha - - img_hair.pixel_y += hair_y_offset - standing += img_hair + hair_overlay.color = forced_colour + hair_overlay.alpha = hair_alpha + hair_overlay.pixel_y += hair_y_offset + if(hair_overlay.icon) + standing += hair_overlay if(standing.len) - H.overlays_standing[HAIR_LAYER] = standing + H.overlays_standing[HAIR_LAYER] = standing H.apply_overlay(HAIR_LAYER) /datum/species/proc/handle_body(mob/living/carbon/human/H) H.remove_overlay(BODY_LAYER) - var/list/standing = list() + var/list/standing = list() var/obj/item/bodypart/head/HD = H.get_bodypart("head") if(!(H.disabilities & HUSK)) // lipstick if(H.lip_style && (LIPS in species_traits) && HD) - var/image/lips = image("icon"='icons/mob/human_face.dmi', "icon_state"="lips_[H.lip_style]", "layer" = -BODY_LAYER) - lips.color = H.lip_color - lips.pixel_y += face_y_offset - standing += lips + var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER) + lip_overlay.color = H.lip_color + lip_overlay.pixel_y += face_y_offset + standing += lip_overlay // eyes if((EYECOLOR in species_traits) && HD) - var/image/img_eyes = image("icon" = 'icons/mob/human_face.dmi', "icon_state" = "eyes", "layer" = -BODY_LAYER) - img_eyes.color = "#" + H.eye_color - img_eyes.pixel_y += face_y_offset - standing += img_eyes + var/mutable_appearance/eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER) + eye_overlay.color = "#" + H.eye_color + eye_overlay.pixel_y += face_y_offset + standing += eye_overlay //Underwear, Undershirts & Socks - /*This will be refactored at a later date if(H.underwear) var/datum/sprite_accessory/underwear/underwear = GLOB.underwear_list[H.underwear] if(underwear) - standing += image("icon"=underwear.icon, "icon_state"="[underwear.icon_state]", "layer"=-BODY_LAYER) + standing += mutable_appearance(underwear.icon, underwear.icon_state, -BODY_LAYER) if(H.undershirt) var/datum/sprite_accessory/undershirt/undershirt = GLOB.undershirt_list[H.undershirt] if(undershirt) if(H.dna.species.sexes && H.gender == FEMALE) - standing += wear_female_version("[undershirt.icon_state]", undershirt.icon, BODY_LAYER) + standing += wear_female_version(undershirt.icon_state, undershirt.icon, -BODY_LAYER) else - standing += image("icon"=undershirt.icon, "icon_state"="[undershirt.icon_state]", "layer"=-BODY_LAYER) + standing += mutable_appearance(undershirt.icon, undershirt.icon_state, -BODY_LAYER) if(H.socks && H.get_num_legs() >= 2 && !(DIGITIGRADE in species_traits)) var/datum/sprite_accessory/socks/socks = GLOB.socks_list[H.socks] if(socks) - standing += image("icon"=socks.icon, "icon_state"="[socks.icon_state]", "layer"=-BODY_LAYER) - */ + standing += mutable_appearance(socks.icon, socks.icon_state, -BODY_LAYER) + if(standing.len) H.overlays_standing[BODY_LAYER] = standing @@ -486,8 +488,6 @@ var/g = (H.gender == FEMALE) ? "f" : "m" - var/image/I - for(var/layer in relevant_layers) var/layertext = mutant_bodyparts_layertext(layer) @@ -552,7 +552,9 @@ S = /datum/sprite_accessory/slimecoon_snout*/ if(!S || S.icon_state == "none") continue - + + var/mutable_appearance/accessory_overlay = mutable_appearance(S.icon, layer = -layer) + //A little rename so we don't have to use tail_lizard or tail_human when naming the sprites. if(bodypart == "tail_lizard" || bodypart == "tail_human" || bodypart == "mam_tail" || bodypart == "slimecoontail" || bodypart == "xenotail") bodypart = "tail" @@ -563,134 +565,136 @@ if(bodypart == "xenohead") bodypart = "xhead" - - var/icon_string - if(S.gender_specific) - icon_string = "[g]_[bodypart]_[S.icon_state]_[layertext]" + accessory_overlay.icon_state = "[g]_[bodypart]_[S.icon_state]_[layertext]" else - icon_string = "m_[bodypart]_[S.icon_state]_[layertext]" - - I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer) + accessory_overlay.icon_state = "m_[bodypart]_[S.icon_state]_[layertext]" if(S.center) - I = center_image(I,S.dimension_x,S.dimension_y) + accessory_overlay = center_image(accessory_overlay, S.dimension_x, S.dimension_y) if(!(H.disabilities & HUSK)) if(!forced_colour) switch(S.color_src) if(MUTCOLORS) if(fixed_mut_color) - I.color = "#[fixed_mut_color]" + accessory_overlay.color = "#[fixed_mut_color]" else - I.color = "#[H.dna.features["mcolor"]]" + accessory_overlay.color = "#[H.dna.features["mcolor"]]" if(MUTCOLORS2) if(fixed_mut_color2) - I.color = "#[fixed_mut_color2]" + accessory_overlay.color = "#[fixed_mut_color2]" else - I.color = "#[H.dna.features["mcolor2"]]" + accessory_overlay.color = "#[H.dna.features["mcolor2"]]" if(MUTCOLORS3) if(fixed_mut_color3) - I.color = "#[fixed_mut_color3]" + accessory_overlay.color = "#[fixed_mut_color3]" else - I.color = "#[H.dna.features["mcolor3"]]" - + accessory_overlay.color = "#[H.dna.features["mcolor3"]]" if(HAIR) if(hair_color == "mutcolor") - I.color = "#[H.dna.features["mcolor"]]" + accessory_overlay.color = "#[H.dna.features["mcolor"]]" else - I.color = "#[H.hair_color]" + accessory_overlay.color = "#[H.hair_color]" if(FACEHAIR) - I.color = "#[H.facial_hair_color]" + accessory_overlay.color = "#[H.facial_hair_color]" if(EYECOLOR) - I.color = "#[H.eye_color]" + accessory_overlay.color = "#[H.eye_color]" else - I.color = forced_colour - standing += I + accessory_overlay.color = forced_colour + standing += accessory_overlay if(S.hasinner) + var/mutable_appearance/inner_accessory_overlay = mutable_appearance(S.icon, layer = -layer) if(S.gender_specific) - icon_string = "[g]_[bodypart]inner_[S.icon_state]_[layertext]" + inner_accessory_overlay.icon_state = "[g]_[bodypart]inner_[S.icon_state]_[layertext]" else - icon_string = "m_[bodypart]inner_[S.icon_state]_[layertext]" - - I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer) + inner_accessory_overlay.icon_state = "m_[bodypart]inner_[S.icon_state]_[layertext]" if(S.center) - I = center_image(I,S.dimension_x,S.dimension_y) + inner_accessory_overlay = center_image(inner_accessory_overlay, S.dimension_x, S.dimension_y) - standing += I + standing += inner_accessory_overlay + if(S.extra) //apply the extra overlay, if there is one + var/mutable_appearance/extra_accessory_overlay = mutable_appearance(S.icon, layer = -layer) if(S.gender_specific) - icon_string = "[g]_[bodypart]_extra_[S.icon_state]_[layertext]" + extra_accessory_overlay.icon_state = "[g]_[bodypart]_extra_[S.icon_state]_[layertext]" else - icon_string = "m_[bodypart]_extra_[S.icon_state]_[layertext]" - - I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer) + extra_accessory_overlay.icon_state = "m_[bodypart]_extra_[S.icon_state]_[layertext]" if(S.center) - I = center_image(I,S.dimension_x,S.dimension_y) - - switch(S.extra_color_src) //change the color of the extra overlay - if(MUTCOLORS) - if(fixed_mut_color) - I.color = "#[fixed_mut_color]" - else - I.color = "#[H.dna.features["mcolor"]]" - if(MUTCOLORS2) - if(fixed_mut_color2) - I.color = "#[fixed_mut_color2]" - else - I.color = "#[H.dna.features["mcolor2"]]" - if(MUTCOLORS3) - if(fixed_mut_color3) - I.color = "#[fixed_mut_color3]" - else - I.color = "#[H.dna.features["mcolor3"]]" - if(HAIR) - if(hair_color == "mutcolor") - I.color = "#[H.dna.features["mcolor"]]" - else - I.color = "#[H.hair_color]" - if(FACEHAIR) - I.color = "#[H.facial_hair_color]" - if(EYECOLOR) - I.color = "#[H.eye_color]" - standing += I + extra_accessory_overlay.icon_state = center_image(extra_accessory_overlay, S.dimension_x, S.dimension_y) + + if(!forced_colour) + switch(S.extra_color_src) //change the color of the extra overlay + if(MUTCOLORS) + if(fixed_mut_color) + extra_accessory_overlay.color = "#[fixed_mut_color]" + else + extra_accessory_overlay.color = "#[H.dna.features["mcolor"]]" + if(MUTCOLORS2) + if(fixed_mut_color2) + extra_accessory_overlay.color = "#[fixed_mut_color2]" + else + extra_accessory_overlay.color = "#[H.dna.features["mcolor2"]]" + if(MUTCOLORS3) + if(fixed_mut_color3) + extra_accessory_overlay.color = "#[fixed_mut_color3]" + else + extra_accessory_overlay.color = "#[H.dna.features["mcolor3"]]" + if(HAIR) + if(hair_color == "mutcolor") + extra_accessory_overlay.color = "#[H.dna.features["mcolor"]]" + else + extra_accessory_overlay.color = "#[H.hair_color]" + if(FACEHAIR) + extra_accessory_overlay.color = "#[H.facial_hair_color]" + if(EYECOLOR) + extra_accessory_overlay.color = "#[H.eye_color]" + else + extra_accessory_overlay.color = forced_colour + standing += extra_accessory_overlay if(S.extra2) //apply the extra overlay, if there is one + var/mutable_appearance/extra2_accessory_overlay = mutable_appearance(S.icon, layer = -layer) if(S.gender_specific) - icon_string = "[g]_[bodypart]_extra2_[S.icon_state]_[layertext]" + extra2_accessory_overlay.icon_state = "[g]_[bodypart]_extra2_[S.icon_state]_[layertext]" else - icon_string = "m_[bodypart]_extra2_[S.icon_state]_[layertext]" - - I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer) + extra2_accessory_overlay.icon_state = "m_[bodypart]_extra2_[S.icon_state]_[layertext]" if(S.center) - I = center_image(I,S.dimension_x,S.dimension_y) - - switch(S.extra2_color_src) //change the color of the extra overlay - if(MUTCOLORS) - if(fixed_mut_color) - I.color = "#[fixed_mut_color]" - else - I.color = "#[H.dna.features["mcolor"]]" - if(MUTCOLORS2) - if(fixed_mut_color2) - I.color = "#[fixed_mut_color2]" - else - I.color = "#[H.dna.features["mcolor2"]]" - if(MUTCOLORS3) - if(fixed_mut_color3) - I.color = "#[fixed_mut_color3]" - else - I.color = "#[H.dna.features["mcolor3"]]" - if(HAIR) - if(hair_color == "mutcolor") - I.color = "#[H.dna.features["mcolor"]]" - else - I.color = "#[H.hair_color]" - standing += I + extra2_accessory_overlay.icon_state = center_image(extra2_accessory_overlay, S.dimension_x, S.dimension_y) + + if(!forced_colour) + switch(S.extra_color_src) //change the color of the extra overlay + if(MUTCOLORS) + if(fixed_mut_color) + extra2_accessory_overlay.color = "#[fixed_mut_color]" + else + extra2_accessory_overlay.color = "#[H.dna.features["mcolor"]]" + if(MUTCOLORS2) + if(fixed_mut_color2) + extra2_accessory_overlay.color = "#[fixed_mut_color2]" + else + extra2_accessory_overlay.color = "#[H.dna.features["mcolor2"]]" + if(MUTCOLORS3) + if(fixed_mut_color3) + extra2_accessory_overlay.color = "#[fixed_mut_color3]" + else + extra2_accessory_overlay.color = "#[H.dna.features["mcolor3"]]" + if(HAIR) + if(hair_color == "mutcolor") + extra2_accessory_overlay.color = "#[H.dna.features["mcolor"]]" + else + extra2_accessory_overlay.color = "#[H.hair_color]" + if(FACEHAIR) + extra2_accessory_overlay.color = "#[H.facial_hair_color]" + if(EYECOLOR) + extra2_accessory_overlay.color = "#[H.eye_color]" + else + extra2_accessory_overlay.color = forced_colour + standing += extra2_accessory_overlay H.overlays_standing[layer] = standing.Copy() standing = list() diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 307c0e685d..14cf9d2508 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -126,17 +126,17 @@ There are several things that need to be remembered: else if(U.adjusted == DIGITIGRADE_STYLE) t_color = "[t_color]_l" - var/image/standing + var/mutable_appearance/uniform_overlay if(dna && dna.species.sexes) var/G = (gender == FEMALE) ? "f" : "m" if(G == "f" && U.fitted != NO_FEMALE_UNIFORM) - standing = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = 'icons/mob/uniform.dmi', isinhands = FALSE, femaleuniform = U.fitted) + uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = 'icons/mob/uniform.dmi', isinhands = FALSE, femaleuniform = U.fitted) - if(!standing) - standing = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = 'icons/mob/uniform.dmi', isinhands = FALSE) + if(!uniform_overlay) + uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = 'icons/mob/uniform.dmi', isinhands = FALSE) - overlays_standing[UNIFORM_LAYER] = standing + overlays_standing[UNIFORM_LAYER] = uniform_overlay else if(!(dna && dna.species.nojumpsuit) && invdrop) // Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY @@ -161,8 +161,7 @@ There are several things that need to be remembered: update_observer_view(wear_id) //TODO: add an icon file for ID slot stuff, so it's less snowflakey - var/image/standing = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi') - overlays_standing[ID_LAYER] = standing + overlays_standing[ID_LAYER] = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi') apply_overlay(ID_LAYER) @@ -170,20 +169,20 @@ There are several things that need to be remembered: /mob/living/carbon/human/update_inv_gloves() remove_overlay(GLOVES_LAYER) - if(get_num_arms() <2) - if(!gloves && blood_DNA) - if(has_left_hand()) - overlays_standing[GLOVES_LAYER] = image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands_left", "layer"=-GLOVES_LAYER) - apply_overlay(GLOVES_LAYER) - else if(has_right_hand()) - overlays_standing[GLOVES_LAYER] = image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands_right", "layer"=-GLOVES_LAYER) - apply_overlay(GLOVES_LAYER) - return - if(client && hud_used && hud_used.inv_slots[slot_gloves]) var/obj/screen/inventory/inv = hud_used.inv_slots[slot_gloves] inv.update_icon() + if(!gloves && blood_DNA) + var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER) + if(get_num_arms() < 2) + if(has_left_hand()) + bloody_overlay.icon_state = "bloodyhands_left" + else if(has_right_hand()) + bloody_overlay.icon_state = "bloodyhands_right" + + overlays_standing[GLOVES_LAYER] = bloody_overlay + if(gloves) gloves.screen_loc = ui_gloves if(client && hud_used && hud_used.hud_shown) @@ -193,14 +192,7 @@ There are several things that need to be remembered: var/t_state = gloves.item_state if(!t_state) t_state = gloves.icon_state - - var/image/standing = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/hands.dmi') - - overlays_standing[GLOVES_LAYER] = standing - - else - if(blood_DNA) - overlays_standing[GLOVES_LAYER] = image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands", "layer"=-GLOVES_LAYER) + overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/hands.dmi') apply_overlay(GLOVES_LAYER) @@ -223,8 +215,7 @@ There are several things that need to be remembered: update_observer_view(glasses,1) if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES))) - var/image/standing = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/eyes.dmi') - overlays_standing[GLASSES_LAYER] = standing + overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/eyes.dmi') apply_overlay(GLASSES_LAYER) @@ -246,8 +237,7 @@ There are several things that need to be remembered: client.screen += ears //add it to the client's screen update_observer_view(ears,1) - var/image/standing = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi') - overlays_standing[EARS_LAYER] = standing + overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = 'icons/mob/ears.dmi') apply_overlay(EARS_LAYER) @@ -268,8 +258,7 @@ There are several things that need to be remembered: if(hud_used.inventory_shown) //if the inventory is open client.screen += shoes //add it to client's screen update_observer_view(shoes,1) - var/image/standing = shoes.build_worn_icon(state = shoes.icon_state, default_layer = SHOES_LAYER, default_icon_file = 'icons/mob/feet.dmi') - overlays_standing[SHOES_LAYER] = standing + overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(state = shoes.icon_state, default_layer = SHOES_LAYER, default_icon_file = 'icons/mob/feet.dmi') apply_overlay(SHOES_LAYER) @@ -289,7 +278,7 @@ There are several things that need to be remembered: var/t_state = s_store.item_state if(!t_state) t_state = s_store.icon_state - overlays_standing[SUIT_STORE_LAYER] = image("icon"='icons/mob/belt_mirror.dmi', "icon_state"="[t_state]", "layer"=-SUIT_STORE_LAYER) + overlays_standing[SUIT_STORE_LAYER] = mutable_appearance('icons/mob/belt_mirror.dmi', t_state, -SUIT_STORE_LAYER) apply_overlay(SUIT_STORE_LAYER) @@ -315,8 +304,7 @@ There are several things that need to be remembered: if(!t_state) t_state = belt.icon_state - var/image/standing = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = 'icons/mob/belt.dmi') - overlays_standing[BELT_LAYER] = standing + overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = 'icons/mob/belt.dmi') apply_overlay(BELT_LAYER) @@ -337,8 +325,7 @@ There are several things that need to be remembered: client.screen += wear_suit update_observer_view(wear_suit,1) - var/image/standing = wear_suit.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = 'icons/mob/suit.dmi') - overlays_standing[SUIT_LAYER] = standing + overlays_standing[SUIT_LAYER] = wear_suit.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = 'icons/mob/suit.dmi') if(wear_suit.breakouttime) //suit is restraining drop_all_held_items() @@ -381,7 +368,7 @@ There are several things that need to be remembered: remove_overlay(LEGCUFF_LAYER) clear_alert("legcuffed") if(legcuffed) - overlays_standing[LEGCUFF_LAYER] = image("icon"='icons/mob/mob.dmi', "icon_state"="legcuff1", "layer"=-LEGCUFF_LAYER) + overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "legcuff1", -LEGCUFF_LAYER) apply_overlay(LEGCUFF_LAYER) throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = src.legcuffed) @@ -390,8 +377,7 @@ There are several things that need to be remembered: var/icon/female_clothing_icon = GLOB.female_clothing_icons[index] if(!female_clothing_icon) //Create standing/laying icons if they don't exist generate_female_clothing(index,t_color,icon,type) - var/standing = image("icon"=GLOB.female_clothing_icons["[t_color]"], "layer"=-layer) - return(standing) + return mutable_appearance(GLOB.female_clothing_icons[t_color], layer = -layer) /mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers) var/list/out = new @@ -440,12 +426,12 @@ There are several things that need to be remembered: /* -Does everything in relation to building the /image used in the mob's overlays list +Does everything in relation to building the /mutable_appearance used in the mob's overlays list covers: inhands and any other form of worn item - centering large images - layering images on custom layers - building images from custom icon files + centering large appearances + layering appearances on custom layers + building appearances from custom icon files By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons()) @@ -480,13 +466,13 @@ generate/load female uniform sprites matching all previously decided variables if(!layer2use) layer2use = default_layer - var/image/standing + var/mutable_appearance/standing if(femaleuniform) standing = wear_female_version(state,file2use,layer2use,femaleuniform) if(!standing) - standing = image("icon"=file2use, "icon_state"=state,"layer"=-layer2use) + standing = mutable_appearance(file2use, state, -layer2use) - //Get the overlay images for this item when it's being worn + //Get the overlays for this item when it's being worn //eg: ammo counters, primed grenade flashes, etc. var/list/worn_overlays = worn_overlays(isinhands) if(worn_overlays && worn_overlays.len) diff --git a/code/modules/mob/living/carbon/monkey/update_icons.dm b/code/modules/mob/living/carbon/monkey/update_icons.dm index 581bedcc2b..5074f5083f 100644 --- a/code/modules/mob/living/carbon/monkey/update_icons.dm +++ b/code/modules/mob/living/carbon/monkey/update_icons.dm @@ -34,8 +34,7 @@ hair_hidden = 1 if(!hair_hidden) if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain - var/image/I = image("icon"='icons/mob/human_face.dmi', "icon_state" = "debrained", "layer" = -HAIR_LAYER) - overlays_standing[HAIR_LAYER] = I + overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER) apply_overlay(HAIR_LAYER) @@ -45,9 +44,9 @@ /mob/living/carbon/monkey/update_inv_legcuffed() remove_overlay(LEGCUFF_LAYER) if(legcuffed) - var/image/standing = image("icon"='icons/mob/mob.dmi', "icon_state"="legcuff1", "layer"=-LEGCUFF_LAYER) - standing.pixel_y = 8 - overlays_standing[LEGCUFF_LAYER] = standing + var/mutable_appearance/legcuff_overlay = mutable_appearance('icons/mob/mob.dmi', "legcuff1", -LEGCUFF_LAYER) + legcuff_overlay.pixel_y = 8 + overlays_standing[LEGCUFF_LAYER] = legcuff_overlay apply_overlay(LEGCUFF_LAYER) diff --git a/code/modules/mob/living/carbon/update_icons.dm b/code/modules/mob/living/carbon/update_icons.dm index bd06c917a6..6cb0ef6f1b 100644 --- a/code/modules/mob/living/carbon/update_icons.dm +++ b/code/modules/mob/living/carbon/update_icons.dm @@ -30,9 +30,8 @@ var/list/overlays_standing[TOTAL_LAYERS] /mob/living/carbon/proc/apply_overlay(cache_index) - var/I = overlays_standing[cache_index] - if(I) - add_overlay(I) + if((. = overlays_standing[cache_index])) + add_overlay(.) /mob/living/carbon/proc/remove_overlay(cache_index) var/I = overlays_standing[cache_index] @@ -79,8 +78,7 @@ if(get_held_index_of_item(I) % 2 == 0) icon_file = I.righthand_file - var/image/standing = I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE) - hands += standing + hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE) overlays_standing[HANDS_LAYER] = hands apply_overlay(HANDS_LAYER) @@ -89,7 +87,7 @@ /mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning") remove_overlay(FIRE_LAYER) if(on_fire) - var/image/new_fire_overlay = image("icon"='icons/mob/OnFire.dmi', "icon_state"= fire_icon, "layer"=-FIRE_LAYER) + var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER) new_fire_overlay.appearance_flags = RESET_COLOR overlays_standing[FIRE_LAYER] = new_fire_overlay @@ -100,16 +98,16 @@ /mob/living/carbon/update_damage_overlays() remove_overlay(DAMAGE_LAYER) - var/image/standing = image("icon"='icons/mob/dam_mob.dmi', "icon_state"="blank", "layer"=-DAMAGE_LAYER) - overlays_standing[DAMAGE_LAYER] = standing + var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER) + overlays_standing[DAMAGE_LAYER] = damage_overlay for(var/X in bodyparts) var/obj/item/bodypart/BP = X if(BP.dmg_overlay_type) if(BP.brutestate) - standing.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays + damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays if(BP.burnstate) - standing.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]") + damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]") apply_overlay(DAMAGE_LAYER) @@ -126,8 +124,7 @@ if(wear_mask) if(!(head && (head.flags_inv & HIDEMASK))) - var/image/standing = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi') - overlays_standing[FACEMASK_LAYER] = standing + overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi') update_hud_wear_mask(wear_mask) apply_overlay(FACEMASK_LAYER) @@ -141,8 +138,7 @@ if(wear_neck) if(!(head && (head.flags_inv & HIDENECK))) - var/image/standing = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi') - overlays_standing[NECK_LAYER] = standing + overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi') update_hud_neck(wear_neck) apply_overlay(NECK_LAYER) @@ -155,8 +151,7 @@ inv.update_icon() if(back) - var/image/standing = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi') - overlays_standing[BACK_LAYER] = standing + overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi') update_hud_back(back) apply_overlay(BACK_LAYER) @@ -171,8 +166,7 @@ inv.update_icon() if(head) - var/image/standing = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi') - overlays_standing[HEAD_LAYER] = standing + overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi') update_hud_head(head) apply_overlay(HEAD_LAYER) @@ -181,7 +175,7 @@ /mob/living/carbon/update_inv_handcuffed() remove_overlay(HANDCUFF_LAYER) if(handcuffed) - overlays_standing[HANDCUFF_LAYER] = image("icon"='icons/mob/mob.dmi', "icon_state"="handcuff1", "layer"=-HANDCUFF_LAYER) + overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "handcuff1", -HANDCUFF_LAYER) apply_overlay(HANDCUFF_LAYER) @@ -250,9 +244,7 @@ var/list/new_limbs = list() for(var/X in bodyparts) var/obj/item/bodypart/BP = X - var/image/temp = BP.get_limb_icon() - if(temp) - new_limbs += temp + new_limbs += BP.get_limb_icon() if(new_limbs.len) overlays_standing[BODYPARTS_LAYER] = new_limbs limb_icon_cache[icon_render_key] = new_limbs diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 0b45792be5..8187dde9aa 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -491,7 +491,7 @@ for(var/obj/effect/decal/cleanable/trail_holder/TH in src.loc) if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled) TH.existing_dirs += newdir - TH.overlays.Add(image('icons/effects/blood.dmi',trail_type,dir = newdir)) + TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir)) TH.transfer_mob_blood_dna(src) /mob/living/carbon/human/makeTrail(turf/T) @@ -930,4 +930,4 @@ /mob/living/ConveyorMove() if((movement_type & FLYING) && !stat) return - ..() \ No newline at end of file + ..() diff --git a/code/modules/mob/living/silicon/robot/life.dm b/code/modules/mob/living/silicon/robot/life.dm index 2a5823d91f..ba0b78e350 100644 --- a/code/modules/mob/living/silicon/robot/life.dm +++ b/code/modules/mob/living/silicon/robot/life.dm @@ -102,11 +102,11 @@ return /mob/living/silicon/robot/update_fire() - var/I = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Generic_mob_burning") + var/mutable_appearance/fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', "Generic_mob_burning") if(on_fire) - add_overlay(I) + add_overlay(fire_overlay) else - cut_overlay(I) + cut_overlay(fire_overlay) /mob/living/silicon/robot/update_canmove() if(stat || buckled || lockcharge) diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index 67813f2b32..14b854d2a2 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -38,7 +38,7 @@ var/obj/item/module_active = null held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do! - var/image/eye_lights + var/mutable_appearance/eye_lights var/mob/living/silicon/ai/connected_ai = null var/obj/item/weapon/stock_parts/cell/cell = null @@ -629,7 +629,7 @@ else add_overlay("ov-opencover -c") if(hat) - var/image/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi') + var/mutable_appearance/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi') head_overlay.pixel_y += hat_offset add_overlay(head_overlay) update_fire() diff --git a/code/modules/mob/living/simple_animal/bot/construction.dm b/code/modules/mob/living/simple_animal/bot/construction.dm index 95e62a556d..25be049546 100644 --- a/code/modules/mob/living/simple_animal/bot/construction.dm +++ b/code/modules/mob/living/simple_animal/bot/construction.dm @@ -286,7 +286,7 @@ ..() spawn(5) if(skin) - add_overlay(image('icons/mob/aibots.dmi', "kit_skin_[skin]")) + add_overlay("kit_skin_[skin]") /obj/item/weapon/storage/firstaid/attackby(obj/item/bodypart/S, mob/user, params) @@ -333,7 +333,7 @@ build_step++ to_chat(user, "You add the health sensor to [src].") name = "First aid/robot arm/health analyzer assembly" - add_overlay(image('icons/mob/aibots.dmi', "na_scanner")) + add_overlay("na_scanner") if(1) if(isprox(W)) diff --git a/code/modules/mob/living/simple_animal/bot/ed209bot.dm b/code/modules/mob/living/simple_animal/bot/ed209bot.dm index 59b66e652e..e11711f2bd 100644 --- a/code/modules/mob/living/simple_animal/bot/ed209bot.dm +++ b/code/modules/mob/living/simple_animal/bot/ed209bot.dm @@ -358,7 +358,7 @@ Auto Patrol[]"}, var/obj/item/weapon/ed209_assembly/Sa = new /obj/item/weapon/ed209_assembly(Tsec) Sa.build_step = 1 - Sa.add_overlay(image('icons/mob/aibots.dmi', "hs_hole")) + Sa.add_overlay("hs_hole") Sa.created_name = name new /obj/item/device/assembly/prox_sensor(Tsec) diff --git a/code/modules/mob/living/simple_animal/bot/medbot.dm b/code/modules/mob/living/simple_animal/bot/medbot.dm index 0a6633a54a..bcf4b86191 100644 --- a/code/modules/mob/living/simple_animal/bot/medbot.dm +++ b/code/modules/mob/living/simple_animal/bot/medbot.dm @@ -90,7 +90,7 @@ update_icon() if(skin) - add_overlay(image('icons/mob/aibots.dmi', "medskin_[skin]")) + add_overlay("medskin_[skin]") var/datum/job/doctor/J = new /datum/job/doctor access_card.access += J.get_access() diff --git a/code/modules/mob/living/simple_animal/friendly/dog.dm b/code/modules/mob/living/simple_animal/friendly/dog.dm index f09c0ba9ae..c6aa754b6e 100644 --- a/code/modules/mob/living/simple_animal/friendly/dog.dm +++ b/code/modules/mob/living/simple_animal/friendly/dog.dm @@ -407,7 +407,7 @@ cut_overlays() if(inventory_head) var/image/head_icon - var/datum/dog_fashion.DF = new inventory_head.dog_fashion(src) + var/datum/dog_fashion/DF = new inventory_head.dog_fashion(src) if(!DF.obj_icon_state) DF.obj_icon_state = inventory_head.icon_state @@ -417,17 +417,17 @@ DF.obj_color = inventory_head.color if(health <= 0) - head_icon = DF.get_image(dir = EAST) + head_icon = DF.get_overlay(dir = EAST) head_icon.pixel_y = -8 head_icon.transform = turn(head_icon.transform, 180) else - head_icon = DF.get_image() + head_icon = DF.get_overlay() add_overlay(head_icon) if(inventory_back) var/image/back_icon - var/datum/dog_fashion.DF = new inventory_back.dog_fashion(src) + var/datum/dog_fashion/DF = new inventory_back.dog_fashion(src) if(!DF.obj_icon_state) DF.obj_icon_state = inventory_back.icon_state @@ -437,18 +437,20 @@ DF.obj_color = inventory_back.color if(health <= 0) - back_icon = DF.get_image(dir = EAST) + back_icon = DF.get_overlay(dir = EAST) back_icon.pixel_y = -11 back_icon.transform = turn(back_icon.transform, 180) else - back_icon = DF.get_image() + back_icon = DF.get_overlay() add_overlay(back_icon) if(facehugger) + var/mutable_appearance/facehugger_overlay = mutable_appearance('icons/mob/mask.dmi') if(istype(src, /mob/living/simple_animal/pet/dog/corgi/puppy)) - add_overlay(image('icons/mob/mask.dmi',"facehugger_corgipuppy")) + facehugger_overlay.icon_state = "facehugger_corgipuppy" else - add_overlay(image('icons/mob/mask.dmi',"facehugger_corgi")) + facehugger_overlay.icon_state = "facehugger_corgi" + add_overlay(facehugger_overlay) if(pcollar) add_overlay(collar) add_overlay(pettag) diff --git a/code/modules/mob/living/simple_animal/friendly/drone/visuals_icons.dm b/code/modules/mob/living/simple_animal/friendly/drone/visuals_icons.dm index 7fb7caf8e9..259ca4327d 100644 --- a/code/modules/mob/living/simple_animal/friendly/drone/visuals_icons.dm +++ b/code/modules/mob/living/simple_animal/friendly/drone/visuals_icons.dm @@ -7,9 +7,8 @@ /mob/living/simple_animal/drone/proc/apply_overlay(cache_index) - var/I = drone_overlays[cache_index] - if(I) - add_overlay(I) + if((. = drone_overlays[cache_index])) + add_overlay(.) /mob/living/simple_animal/drone/proc/remove_overlay(cache_index) @@ -34,11 +33,11 @@ if(!r_state) r_state = r_hand.icon_state - var/image/r_hand_image = r_hand.build_worn_icon(state = r_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) + var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(state = r_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) if(y_shift) - r_hand_image.pixel_y += y_shift + r_hand_overlay.pixel_y += y_shift - hands_overlays += r_hand_image + hands_overlays += r_hand_overlay if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) r_hand.layer = ABOVE_HUD_LAYER @@ -52,11 +51,11 @@ if(!l_state) l_state = l_hand.icon_state - var/image/l_hand_image = l_hand.build_worn_icon(state = l_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) + var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(state = l_state, default_layer = DRONE_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) if(y_shift) - l_hand_image.pixel_y += y_shift + l_hand_overlay.pixel_y += y_shift - hands_overlays += l_hand_image + hands_overlays += l_hand_overlay if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) l_hand.layer = ABOVE_HUD_LAYER @@ -86,10 +85,10 @@ var/used_head_icon = 'icons/mob/head.dmi' if(istype(head, /obj/item/clothing/mask)) used_head_icon = 'icons/mob/mask.dmi' - var/image/head_overlay = head.build_worn_icon(state = head.icon_state, default_layer = DRONE_HEAD_LAYER, default_icon_file = used_head_icon) + var/mutable_appearance/head_overlay = head.build_worn_icon(state = head.icon_state, default_layer = DRONE_HEAD_LAYER, default_icon_file = used_head_icon) head_overlay.pixel_y += -15 - drone_overlays[DRONE_HEAD_LAYER] = head_overlay + drone_overlays[DRONE_HEAD_LAYER] = head_overlay apply_overlay(DRONE_HEAD_LAYER) diff --git a/code/modules/mob/living/simple_animal/friendly/pet.dm b/code/modules/mob/living/simple_animal/friendly/pet.dm index cb62ccb070..717a6f4e2d 100644 --- a/code/modules/mob/living/simple_animal/friendly/pet.dm +++ b/code/modules/mob/living/simple_animal/friendly/pet.dm @@ -2,8 +2,8 @@ icon = 'icons/mob/pets.dmi' mob_size = MOB_SIZE_SMALL var/obj/item/clothing/neck/petcollar/pcollar = null - var/image/collar = null - var/image/pettag = null + var/collar = "" + var/pettag = "" blood_volume = BLOOD_VOLUME_NORMAL devourable = TRUE @@ -11,8 +11,8 @@ if(istype(O, /obj/item/clothing/neck/petcollar) && !pcollar) var/obj/item/clothing/neck/petcollar/P = O pcollar = P - collar = image('icons/mob/pets.dmi', src, "[icon_state]collar") - pettag = image('icons/mob/pets.dmi', src, "[icon_state]tag") + collar = "[icon_state]collar" + pettag = "[icon_state]tag" regenerate_icons() to_chat(user, "You put the [P] around [src]'s neck.") if(P.tagname) @@ -47,5 +47,7 @@ /mob/living/simple_animal/pet/regenerate_icons() cut_overlays() - add_overlay(collar) - add_overlay(pettag) + if(collar) + add_overlay(collar) + if(pettag) + add_overlay(pettag) diff --git a/code/modules/mob/living/simple_animal/guardian/guardian.dm b/code/modules/mob/living/simple_animal/guardian/guardian.dm index e49e412047..be889a4183 100644 --- a/code/modules/mob/living/simple_animal/guardian/guardian.dm +++ b/code/modules/mob/living/simple_animal/guardian/guardian.dm @@ -260,9 +260,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians I.plane = ABOVE_HUD_PLANE /mob/living/simple_animal/hostile/guardian/proc/apply_overlay(cache_index) - var/I = guardian_overlays[cache_index] - if(I) - add_overlay(I) + if((. = guardian_overlays[cache_index])) + add_overlay(.) /mob/living/simple_animal/hostile/guardian/proc/remove_overlay(cache_index) var/I = guardian_overlays[cache_index] @@ -281,9 +280,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians if(!r_state) r_state = r_hand.icon_state - var/image/r_hand_image = r_hand.build_worn_icon(state = r_state, default_layer = GUARDIAN_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) - - hands_overlays += r_hand_image + hands_overlays += r_hand.build_worn_icon(state = r_state, default_layer = GUARDIAN_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE) if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) r_hand.layer = ABOVE_HUD_LAYER @@ -296,9 +293,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians if(!l_state) l_state = l_hand.icon_state - var/image/l_hand_image = l_hand.build_worn_icon(state = l_state, default_layer = GUARDIAN_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) - - hands_overlays += l_hand_image + hands_overlays += l_hand.build_worn_icon(state = l_state, default_layer = GUARDIAN_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE) if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) l_hand.layer = ABOVE_HUD_LAYER diff --git a/code/modules/mob/living/simple_animal/guardian/types/protector.dm b/code/modules/mob/living/simple_animal/guardian/types/protector.dm index 8021200421..eacf58410b 100644 --- a/code/modules/mob/living/simple_animal/guardian/types/protector.dm +++ b/code/modules/mob/living/simple_animal/guardian/types/protector.dm @@ -40,10 +40,10 @@ to_chat(src, "You switch to combat mode.") toggle = FALSE else - var/image/I = new('icons/effects/effects.dmi', "shield-grey") + var/mutable_appearance/shield_overlay = mutable_appearance('icons/effects/effects.dmi', "shield-grey") if(namedatum) - I.color = namedatum.colour - add_overlay(I) + shield_overlay.color = namedatum.colour + add_overlay(shield_overlay) melee_damage_lower = 2 melee_damage_upper = 2 speed = 1 diff --git a/code/modules/mob/living/simple_animal/hostile/bear.dm b/code/modules/mob/living/simple_animal/hostile/bear.dm index 462bad0df1..67b3d451b9 100644 --- a/code/modules/mob/living/simple_animal/hostile/bear.dm +++ b/code/modules/mob/living/simple_animal/hostile/bear.dm @@ -71,9 +71,7 @@ /mob/living/simple_animal/hostile/bear/update_icons() ..() if(armored) - var/image/B = image(icon = 'icons/mob/animal.dmi', icon_state = "armor_bear") - if(B) - add_overlay(B) + add_overlay("armor_bear") /obj/item/bear_armor name = "pile of bear armor" diff --git a/code/modules/mob/living/simple_animal/hostile/bees.dm b/code/modules/mob/living/simple_animal/hostile/bees.dm index fbbd2c20c8..e7ab6e1b56 100644 --- a/code/modules/mob/living/simple_animal/hostile/bees.dm +++ b/code/modules/mob/living/simple_animal/hostile/bees.dm @@ -49,7 +49,6 @@ var/idle = 0 var/isqueen = FALSE var/icon_base = "bee" - var/static/list/bee_icons = list() /mob/living/simple_animal/hostile/poison/bees/Process_Spacemove(movement_dir = 0) @@ -91,24 +90,15 @@ if(beegent && beegent.color) col = beegent.color - var/image/base - if(!bee_icons["[icon_base]_base"]) - bee_icons["[icon_base]_base"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_base") - base = bee_icons["[icon_base]_base"] - add_overlay(base) + add_overlay("[icon_base]_base") - var/image/greyscale - if(!bee_icons["[icon_base]_grey_[col]"]) - bee_icons["[icon_base]_grey_[col]"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_grey") - greyscale = bee_icons["[icon_base]_grey_[col]"] - greyscale.color = col - add_overlay(greyscale) + var/static/mutable_appearance/greyscale_overlay + greyscale_overlay = greyscale_overlay || mutable_appearance('icons/mob/bees.dmi') + greyscale_overlay.icon_state = "[icon_base]_grey" + greyscale_overlay.color = col + add_overlay(greyscale_overlay) - var/image/wings - if(!bee_icons["[icon_base]_wings"]) - bee_icons["[icon_base]_wings"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_wings") - wings = bee_icons["[icon_base]_wings"] - add_overlay(wings) + add_overlay("[icon_base]_wings") //We don't attack beekeepers/people dressed as bees//Todo: bee costume diff --git a/code/modules/mob/living/simple_animal/hostile/mimic.dm b/code/modules/mob/living/simple_animal/hostile/mimic.dm index 111ce9b9da..16df9e4c7a 100644 --- a/code/modules/mob/living/simple_animal/hostile/mimic.dm +++ b/code/modules/mob/living/simple_animal/hostile/mimic.dm @@ -100,7 +100,7 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca var/mob/living/creator = null // the creator var/destroy_objects = 0 var/knockdown_people = 0 - var/image/googly_eyes = null + var/static/mutable_appearance/googly_eyes = mutable_appearance('icons/mob/mob.dmi', "googly_eyes") gold_core_spawnable = 0 /mob/living/simple_animal/hostile/mimic/copy/Initialize(mapload, obj/copy, mob/living/creator, destroy_original = 0) @@ -143,7 +143,6 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca icon_state = O.icon_state icon_living = icon_state copy_overlays(O) - googly_eyes = image('icons/mob/mob.dmi',"googly_eyes") add_overlay(googly_eyes) if(istype(O, /obj/structure) || istype(O, /obj/machinery)) health = (anchored * 50) + 50 @@ -178,11 +177,6 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca C.visible_message("\The [src] knocks down \the [C]!", \ "\The [src] knocks you down!") -/mob/living/simple_animal/hostile/mimic/copy/Aggro() - ..() - googly_eyes.setDir(get_dir(src,target)) - - /mob/living/simple_animal/hostile/mimic/copy/machine speak = list("HUMANS ARE IMPERFECT!", "YOU SHALL BE ASSIMILATED!", "YOU ARE HARMING YOURSELF", "You have been deemed hazardous. Will you comply?", \ "My logic is undeniable.", "One of us.", "FLESH IS WEAK", "THIS ISN'T WAR, THIS IS EXTERMINATION!") diff --git a/code/modules/mob/living/simple_animal/hostile/mushroom.dm b/code/modules/mob/living/simple_animal/hostile/mushroom.dm index 3149502c2c..d82a332027 100644 --- a/code/modules/mob/living/simple_animal/hostile/mushroom.dm +++ b/code/modules/mob/living/simple_animal/hostile/mushroom.dm @@ -29,12 +29,13 @@ unique_name = 1 speak_emote = list("squeaks") deathmessage = "fainted." + var/cap_color = "#ffffff" var/powerlevel = 0 //Tracks our general strength level gained from eating other shrooms var/bruised = 0 //If someone tries to cheat the system by attacking a shroom to lower its health, punish them so that it wont award levels to shrooms that eat it var/recovery_cooldown = 0 //So you can't repeatedly revive it during a fight var/faint_ticker = 0 //If we hit three, another mushroom's gonna eat us - var/image/cap_living = null //Where we store our cap icons so we dont generate them constantly to update our icon - var/image/cap_dead = null + var/static/mutable_appearance/cap_living //Where we store our cap icons so we dont generate them constantly to update our icon + var/static/mutable_appearance/cap_dead /mob/living/simple_animal/hostile/mushroom/examine(mob/user) ..() @@ -53,11 +54,10 @@ melee_damage_upper += rand(10,20) maxHealth += rand(40,60) move_to_delay = rand(3,11) - var/cap_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255)) - cap_living = image('icons/mob/animal.dmi',icon_state = "mushroom_cap") - cap_dead = image('icons/mob/animal.dmi',icon_state = "mushroom_cap_dead") - cap_living.color = cap_color - cap_dead.color = cap_color + cap_living = cap_living || mutable_appearance(icon, "mushroom_cap") + cap_dead = cap_dead || mutable_appearance(icon, "mushroom_cap_dead") + + cap_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255)) UpdateMushroomCap() health = maxHealth ..() @@ -101,6 +101,8 @@ /mob/living/simple_animal/hostile/mushroom/proc/UpdateMushroomCap() cut_overlays() + cap_living.color = cap_color + cap_dead.color = cap_color if(health == 0) add_overlay(cap_dead) else diff --git a/code/modules/mob/living/simple_animal/hostile/retaliate/ghost.dm b/code/modules/mob/living/simple_animal/hostile/retaliate/ghost.dm index 9deb139497..f3b5866ec6 100644 --- a/code/modules/mob/living/simple_animal/hostile/retaliate/ghost.dm +++ b/code/modules/mob/living/simple_animal/hostile/retaliate/ghost.dm @@ -32,10 +32,10 @@ gold_core_spawnable = 0 //too spooky for science var/ghost_hair_style var/ghost_hair_color - var/image/ghost_hair = null + var/mutable_appearance/ghost_hair var/ghost_facial_hair_style var/ghost_facial_hair_color - var/image/ghost_facial_hair = null + var/mutable_appearance/ghost_facial_hair var/random = TRUE //if you want random names for ghosts or not /mob/living/simple_animal/hostile/retaliate/ghost/Initialize() @@ -48,19 +48,16 @@ name = "ghost of [pick(GLOB.first_names_male)] [pick(GLOB.last_names)]" if(1) name = "ghost of [pick(GLOB.first_names_female)] [pick(GLOB.last_names)]" - give_hair() /mob/living/simple_animal/hostile/retaliate/ghost/proc/give_hair() if(ghost_hair_style != null) - ghost_hair = image('icons/mob/human_face.dmi', "hair_[ghost_hair_style]") - ghost_hair.layer = -HAIR_LAYER + ghost_hair = mutable_appearance('icons/mob/human_face.dmi', "hair_[ghost_hair_style]", -HAIR_LAYER) ghost_hair.alpha = 200 ghost_hair.color = ghost_hair_color add_overlay(ghost_hair) if(ghost_facial_hair_style != null) - ghost_facial_hair = image('icons/mob/human_face.dmi', "facial_[ghost_facial_hair_style]") - ghost_facial_hair.layer = -HAIR_LAYER + ghost_facial_hair = mutable_appearance('icons/mob/human_face.dmi', "facial_[ghost_facial_hair_style]", -HAIR_LAYER) ghost_facial_hair.alpha = 200 ghost_facial_hair.color = ghost_facial_hair_color add_overlay(ghost_facial_hair) \ No newline at end of file diff --git a/code/modules/mob/living/simple_animal/slime/slime.dm b/code/modules/mob/living/simple_animal/slime/slime.dm index d9c6ed54c7..8971d33b28 100644 --- a/code/modules/mob/living/simple_animal/slime/slime.dm +++ b/code/modules/mob/living/simple_animal/slime/slime.dm @@ -118,7 +118,7 @@ if(stat != DEAD) icon_state = icon_text if(mood && !stat) - add_overlay(image('icons/mob/slimes.dmi', icon_state = "aslime-[mood]")) + add_overlay("aslime-[mood]") else icon_state = icon_dead ..() diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm index 1d0b069301..729e924261 100644 --- a/code/modules/mob/mob_helpers.dm +++ b/code/modules/mob/mob_helpers.dm @@ -377,7 +377,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp /mob/proc/reagent_check(datum/reagent/R) // utilized in the species code return 1 -/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/image/alert_overlay = null, var/action = NOTIFY_JUMP, flashwindow = TRUE) //Easy notification of ghosts. +/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/mutable_appearance/alert_overlay = null, var/action = NOTIFY_JUMP, flashwindow = TRUE) //Easy notification of ghosts. if(SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load return for(var/mob/dead/observer/O in GLOB.player_list) @@ -396,17 +396,10 @@ It's fairly easy to fix if dealing with single letters but not so much with comp A.action = action A.target = source if(!alert_overlay) - var/old_layer = source.layer - var/old_plane = source.plane - source.layer = FLOAT_LAYER - source.plane = FLOAT_PLANE - A.add_overlay(source) - source.layer = old_layer - source.plane = old_plane - else - alert_overlay.layer = FLOAT_LAYER - alert_overlay.plane = FLOAT_PLANE - A.add_overlay(alert_overlay) + alert_overlay = new(src) + alert_overlay.layer = FLOAT_LAYER + alert_overlay.plane = FLOAT_PLANE + A.add_overlay(alert_overlay) /proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal) var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected)) diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index 72fe84de45..36e69828b2 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -336,12 +336,10 @@ return stamps += "" - var/image/stampoverlay = image('icons/obj/bureaucracy.dmi') + var/mutable_appearance/stampoverlay = mutable_appearance('icons/obj/bureaucracy.dmi', "paper_[P.icon_state]") stampoverlay.pixel_x = rand(-2, 2) stampoverlay.pixel_y = rand(-3, 2) - stampoverlay.icon_state = "paper_[P.icon_state]" - LAZYADD(stamped, P.icon_state) add_overlay(stampoverlay) diff --git a/code/modules/paperwork/paperbin.dm b/code/modules/paperwork/paperbin.dm index 00eeb13e4c..cf7c28d2ba 100644 --- a/code/modules/paperwork/paperbin.dm +++ b/code/modules/paperwork/paperbin.dm @@ -135,7 +135,7 @@ icon_state = "[initial(icon_state)]" cut_overlays() if(bin_pen) - add_overlay(image(icon=bin_pen.icon,icon_state=bin_pen.icon_state)) + add_overlay(mutable_appearance(bin_pen.icon, bin_pen.icon_state)) /obj/item/weapon/paper_bin/construction name = "construction paper bin" diff --git a/code/modules/paperwork/paperplane.dm b/code/modules/paperwork/paperplane.dm index e7742b4bc8..2514784bcb 100644 --- a/code/modules/paperwork/paperplane.dm +++ b/code/modules/paperwork/paperplane.dm @@ -44,8 +44,7 @@ var/list/stamped = internalPaper.stamped if(stamped) for(var/S in stamped) - var/image/stampoverlay = image('icons/obj/bureaucracy.dmi', "paperplane_[stamped]") - add_overlay(stampoverlay) + add_overlay("paperplane_[S]") /obj/item/weapon/paperplane/attack_self(mob/user) to_chat(user, "You unfold [src].") diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index 3c8cc46732..4633285488 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -93,12 +93,6 @@ var/force_update = 0 var/update_state = -1 var/update_overlay = -1 - var/global/status_overlays = 0 - var/global/list/status_overlays_lock - var/global/list/status_overlays_charging - var/global/list/status_overlays_equipment - var/global/list/status_overlays_lighting - var/global/list/status_overlays_environ /obj/machinery/power/apc/connect_to_network() @@ -218,35 +212,6 @@ // update the APC icon to show the three base states // also add overlays for indicator lights /obj/machinery/power/apc/update_icon() - if (!status_overlays) - status_overlays = 1 - status_overlays_lock = new(2) - status_overlays_charging = new(3) - status_overlays_equipment = new(4) - status_overlays_lighting = new(4) - status_overlays_environ = new(4) - - status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red - status_overlays_lock[2] = image(icon, "apcox-1") - - status_overlays_charging[1] = image(icon, "apco3-0") - status_overlays_charging[2] = image(icon, "apco3-1") - status_overlays_charging[3] = image(icon, "apco3-2") - - status_overlays_equipment[1] = image(icon, "apco0-0") - status_overlays_equipment[2] = image(icon, "apco0-1") - status_overlays_equipment[3] = image(icon, "apco0-2") - status_overlays_equipment[4] = image(icon, "apco0-3") - - status_overlays_lighting[1] = image(icon, "apco1-0") - status_overlays_lighting[2] = image(icon, "apco1-1") - status_overlays_lighting[3] = image(icon, "apco1-2") - status_overlays_lighting[4] = image(icon, "apco1-3") - - status_overlays_environ[1] = image(icon, "apco2-0") - status_overlays_environ[2] = image(icon, "apco2-1") - status_overlays_environ[3] = image(icon, "apco2-2") - status_overlays_environ[4] = image(icon, "apco2-3") var/update = check_updates() //returns 0 if no need to update icons. // 1 if we need to update the icon_state @@ -283,12 +248,12 @@ cut_overlays() if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD) var/list/O = list( - status_overlays_lock[locked+1], - status_overlays_charging[charging+1]) + "apcox-[locked]", + "apco3-[charging]") if(operating) - O += status_overlays_equipment[equipment+1] - O += status_overlays_lighting[lighting+1] - O += status_overlays_environ[environ+1] + O += "apco0-[equipment]" + O += "apco1-[lighting]" + O += "apco2-[environ]" add_overlay(O) // And now, seperately for cleanness, the lighting changing diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index 01ba72287d..0d92f21494 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -49,13 +49,13 @@ /obj/item/weapon/stock_parts/cell/proc/updateicon() cut_overlays() if(grown_battery) - add_overlay(image('icons/obj/power.dmi', "grown_wires")) + add_overlay("grown_wires") if(charge < 0.01) return else if(charge/maxcharge >=0.995) - add_overlay(image('icons/obj/power.dmi', "cell-o2")) + add_overlay("cell-o2") else - add_overlay(image('icons/obj/power.dmi', "cell-o1")) + add_overlay("cell-o1") /obj/item/weapon/stock_parts/cell/proc/percent() // return % charge of cell return 100*charge/maxcharge diff --git a/code/modules/power/generator.dm b/code/modules/power/generator.dm index e9b351be49..dfbf3fe50b 100644 --- a/code/modules/power/generator.dm +++ b/code/modules/power/generator.dm @@ -64,9 +64,9 @@ cut_overlays() if(lastgenlev != 0) - add_overlay(image('icons/obj/power.dmi', "teg-op[lastgenlev]")) + add_overlay("teg-op[lastgenlev]") - add_overlay(image('icons/obj/power.dmi', "teg-oc[lastcirc]")) + add_overlay("teg-oc[lastcirc]") #define GENRATE 800 // generator output coefficient from Q diff --git a/code/modules/power/singularity/collector.dm b/code/modules/power/singularity/collector.dm index eb78c885aa..b75cf57acf 100644 --- a/code/modules/power/singularity/collector.dm +++ b/code/modules/power/singularity/collector.dm @@ -141,11 +141,11 @@ GLOBAL_LIST_EMPTY(rad_collectors) /obj/machinery/power/rad_collector/proc/update_icons() cut_overlays() if(loaded_tank) - add_overlay(image('icons/obj/singularity.dmi', "ptank")) + add_overlay("ptank") if(stat & (NOPOWER|BROKEN)) return if(active) - add_overlay(image('icons/obj/singularity.dmi', "on")) + add_overlay("on") /obj/machinery/power/rad_collector/proc/toggle_power() diff --git a/code/modules/power/singularity/narsie.dm b/code/modules/power/singularity/narsie.dm index dc54a3db4e..410181dede 100644 --- a/code/modules/power/singularity/narsie.dm +++ b/code/modules/power/singularity/narsie.dm @@ -33,7 +33,7 @@ var/area/A = get_area(src) if(A) - var/image/alert_overlay = image('icons/effects/effects.dmi', "ghostalertsie") + var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/effects.dmi', "ghostalertsie") notify_ghosts("Nar-Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK) narsie_spawn_animation() diff --git a/code/modules/power/smes.dm b/code/modules/power/smes.dm index e03eaf944a..fdb4699ae5 100644 --- a/code/modules/power/smes.dm +++ b/code/modules/power/smes.dm @@ -38,9 +38,6 @@ var/obj/machinery/power/terminal/terminal = null - var/static/list/smesImageCache - - /obj/machinery/power/smes/examine(user) ..() if(!terminal) @@ -226,36 +223,20 @@ if(panel_open) return - if(!smesImageCache || !smesImageCache.len) - smesImageCache = list() - smesImageCache.len = 9 - - smesImageCache[SMES_CLEVEL_1] = image('icons/obj/power.dmi',"smes-og1") - smesImageCache[SMES_CLEVEL_2] = image('icons/obj/power.dmi',"smes-og2") - smesImageCache[SMES_CLEVEL_3] = image('icons/obj/power.dmi',"smes-og3") - smesImageCache[SMES_CLEVEL_4] = image('icons/obj/power.dmi',"smes-og4") - smesImageCache[SMES_CLEVEL_5] = image('icons/obj/power.dmi',"smes-og5") - - smesImageCache[SMES_OUTPUTTING] = image('icons/obj/power.dmi', "smes-op1") - smesImageCache[SMES_NOT_OUTPUTTING] = image('icons/obj/power.dmi',"smes-op0") - smesImageCache[SMES_INPUTTING] = image('icons/obj/power.dmi', "smes-oc1") - smesImageCache[SMES_INPUT_ATTEMPT] = image('icons/obj/power.dmi', "smes-oc0") - if(outputting) - add_overlay(smesImageCache[SMES_OUTPUTTING]) + add_overlay("smes-op1") else - add_overlay(smesImageCache[SMES_NOT_OUTPUTTING]) + add_overlay("smes-op0") if(inputting) - add_overlay(smesImageCache[SMES_INPUTTING]) + add_overlay("smes-oc1") else if(input_attempt) - add_overlay(smesImageCache[SMES_INPUT_ATTEMPT]) + add_overlay("smes-oc0") var/clevel = chargedisplay() if(clevel>0) - add_overlay(smesImageCache[clevel]) - return + add_overlay("smes-og[clevel]") /obj/machinery/power/smes/proc/chargedisplay() diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm index e18e6781c2..47e04339d4 100644 --- a/code/modules/power/solar.dm +++ b/code/modules/power/solar.dm @@ -103,9 +103,9 @@ ..() cut_overlays() if(stat & BROKEN) - add_overlay(image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)) + add_overlay(mutable_appearance(icon, "solar_panel-b", FLY_LAYER)) else - add_overlay(image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)) + add_overlay(mutable_appearance(icon, "solar_panel", FLY_LAYER)) src.setDir(angle2dir(adir)) //calculates the fraction of the sunlight that the panel recieves @@ -345,7 +345,8 @@ else add_overlay(icon_screen) if(currentdir > -1) - add_overlay(image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(currentdir))) + setDir(angle2dir(currentdir)) + add_overlay(mutable_appearance(icon, "solcon-o", FLY_LAYER)) /obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \ datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) diff --git a/code/modules/power/turbine.dm b/code/modules/power/turbine.dm index 4f194129bd..120dd0b46c 100644 --- a/code/modules/power/turbine.dm +++ b/code/modules/power/turbine.dm @@ -170,13 +170,13 @@ if(rpm>50000) - add_overlay(image('icons/obj/atmospherics/pipes/simple.dmi', "comp-o4", FLY_LAYER)) + add_overlay(mutable_appearance(icon, "comp-o4", FLY_LAYER)) else if(rpm>10000) - add_overlay(image('icons/obj/atmospherics/pipes/simple.dmi', "comp-o3", FLY_LAYER)) + add_overlay(mutable_appearance(icon, "comp-o3", FLY_LAYER)) else if(rpm>2000) - add_overlay(image('icons/obj/atmospherics/pipes/simple.dmi', "comp-o2", FLY_LAYER)) + add_overlay(mutable_appearance(icon, "comp-o2", FLY_LAYER)) else if(rpm>500) - add_overlay(image('icons/obj/atmospherics/pipes/simple.dmi', "comp-o1", FLY_LAYER)) + add_overlay(mutable_appearance(icon, "comp-o1", FLY_LAYER)) //TODO: DEFERRED // These are crucial to working of a turbine - the stats modify the power output. TurbGenQ modifies how much raw energy can you get from @@ -255,7 +255,7 @@ // If it works, put an overlay that it works! if(lastgen > 100) - add_overlay(image('icons/obj/atmospherics/pipes/simple.dmi', "turb-o", FLY_LAYER)) + add_overlay(mutable_appearance(icon, "turb-o", FLY_LAYER)) updateDialog() diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index c46a512c57..9e642b0cef 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -132,15 +132,20 @@ add_overlay("[icon_state]_empty") else if(!shaded_charge) + var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState) for(var/i = ratio, i >= 1, i--) - add_overlay(image(icon = icon, icon_state = iconState, pixel_x = ammo_x_offset * (i -1))) + charge_overlay.pixel_x = ammo_x_offset * (i - 1) + add_overlay(charge_overlay) else - add_overlay(image(icon = icon, icon_state = "[icon_state]_charge[ratio]")) + add_overlay("[icon_state]_charge[ratio]") if(gun_light && can_flashlight) var/iconF = "flight" if(gun_light.on) iconF = "flight_on" - add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset)) + var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, iconF) + flashlight_overlay.pixel_x = flight_x_offset + flashlight_overlay.pixel_y = flight_y_offset + add_overlay(flashlight_overlay) if(itemState) itemState += "[ratio]" item_state = itemState diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index 07450fc9b5..6a5dab12bf 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -136,7 +136,10 @@ var/iconF = "flight" if(gun_light.on) iconF = "flight_on" - add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset)) + var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, iconF) + flashlight_overlay.pixel_x = flight_x_offset + flashlight_overlay.pixel_y = flight_y_offset + add_overlay(flashlight_overlay) //Casing /obj/item/ammo_casing/energy/kinetic diff --git a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm index b4166d8070..f8989a2304 100644 --- a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm +++ b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm @@ -14,7 +14,7 @@ var/amount = 30 var/recharged = 0 var/recharge_delay = 5 - var/image/icon_beaker = null + var/mutable_appearance/beaker_overlay var/obj/item/weapon/reagent_containers/beaker = null var/list/dispensable_reagents = list( "hydrogen", @@ -184,10 +184,9 @@ beaker.loc = src to_chat(user, "You add \the [B] to the machine.") - if(!icon_beaker) - icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position. - icon_beaker.pixel_x = rand(-10,5) - add_overlay(icon_beaker) + beaker_overlay = beaker_overlay || mutable_appearance(icon, "disp_beaker") + beaker_overlay.pixel_x = rand(-10, 5)//randomize beaker overlay position. + add_overlay(beaker_overlay) else if(user.a_intent != INTENT_HARM && !istype(I, /obj/item/weapon/card/emag)) to_chat(user, "You can't load \the [I] into the machine!") else diff --git a/code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm b/code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm index cb06dc29ee..5eb034d604 100644 --- a/code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm @@ -15,7 +15,7 @@ else Wall.thermite = Wall.thermite+(reac_volume*10) Wall.overlays = list() - Wall.add_overlay(image('icons/effects/effects.dmi',"thermite")) + Wall.add_overlay(mutable_appearance('icons/effects/effects.dmi', "thermite")) /datum/reagent/thermite/on_mob_life(mob/living/M) M.adjustFireLoss(1, 0) diff --git a/code/modules/reagents/reagent_containers/bottle.dm b/code/modules/reagents/reagent_containers/bottle.dm index 01f39db4d3..fc08ebdbe8 100644 --- a/code/modules/reagents/reagent_containers/bottle.dm +++ b/code/modules/reagents/reagent_containers/bottle.dm @@ -21,7 +21,7 @@ /obj/item/weapon/reagent_containers/glass/bottle/update_icon() cut_overlays() if(reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]-10") + var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "[icon_state]-10") var/percent = round((reagents.total_volume / volume) * 100) switch(percent) diff --git a/code/modules/reagents/reagent_containers/dropper.dm b/code/modules/reagents/reagent_containers/dropper.dm index 01b1d4dc28..05c58f5db8 100644 --- a/code/modules/reagents/reagent_containers/dropper.dm +++ b/code/modules/reagents/reagent_containers/dropper.dm @@ -91,6 +91,6 @@ /obj/item/weapon/reagent_containers/dropper/update_icon() cut_overlays() if(reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi', src, "dropper") + var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "dropper") filling.color = mix_color_from_reagents(reagents.reagent_list) add_overlay(filling) diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index d9f21b5c26..10b584cdfb 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -133,7 +133,7 @@ cut_overlays() if(reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10") + var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "[icon_state]10") var/percent = round((reagents.total_volume / volume) * 100) switch(percent) diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index 77cbb10c8b..eea1fe7a2b 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -167,10 +167,9 @@ item_state = "syringe_[rounded_vol]" if(reagents.total_volume) - var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10") - filling.icon_state = "syringe[rounded_vol]" - filling.color = mix_color_from_reagents(reagents.reagent_list) - add_overlay(filling) + var/image/filling_overlay = mutable_appearance('icons/obj/reagentfillings.dmi', "syringe[rounded_vol]") + filling_overlay.color = mix_color_from_reagents(reagents.reagent_list) + add_overlay(filling_overlay) /obj/item/weapon/reagent_containers/syringe/epinephrine name = "syringe (epinephrine)" diff --git a/code/modules/recycling/disposal-unit.dm b/code/modules/recycling/disposal-unit.dm index 7cc890c1f6..9b1d5e649f 100644 --- a/code/modules/recycling/disposal-unit.dm +++ b/code/modules/recycling/disposal-unit.dm @@ -364,7 +364,7 @@ //flush handle if(flush) - add_overlay(image('icons/obj/atmospherics/pipes/disposal.dmi', "dispover-handle")) + add_overlay("dispover-handle") //only handle is shown if no power if(stat & NOPOWER || panel_open) @@ -372,13 +372,13 @@ //check for items in disposal - occupied light if(contents.len > 0) - add_overlay(image('icons/obj/atmospherics/pipes/disposal.dmi', "dispover-full")) + add_overlay("dispover-full") //charging and ready light if(pressure_charging) - add_overlay(image('icons/obj/atmospherics/pipes/disposal.dmi', "dispover-charge")) + add_overlay("dispover-charge") else if(full_pressure) - add_overlay(image('icons/obj/atmospherics/pipes/disposal.dmi', "dispover-ready")) + add_overlay("dispover-ready") //timed process //charge the gas reservoir and perform flush if ready diff --git a/code/modules/research/message_server.dm b/code/modules/research/message_server.dm index d4b19a77b1..f0d563b1ff 100644 --- a/code/modules/research/message_server.dm +++ b/code/modules/research/message_server.dm @@ -4,7 +4,7 @@ GLOBAL_LIST_INIT(message_servers, list()) var/recipient = "Unspecified" //name of the person var/sender = "Unspecified" //name of the sender var/message = "Blank" //transferred message - var/image/photo = null //Attached photo + var/icon/photo //Attached photo /datum/data_pda_msg/New(var/param_rec = "",var/param_sender = "",var/param_message = "",var/param_photo=null) diff --git a/code/modules/ruins/objects_and_mobs/necropolis_gate.dm b/code/modules/ruins/objects_and_mobs/necropolis_gate.dm index 6d18ce98f7..2938f9263c 100644 --- a/code/modules/ruins/objects_and_mobs/necropolis_gate.dm +++ b/code/modules/ruins/objects_and_mobs/necropolis_gate.dm @@ -47,7 +47,7 @@ to_chat(M, "Discordant whispers flood your mind in a thousand voices. Each one speaks your name, over and over. Something horrible has come.") M << 'sound/creatures/legion_spawn.ogg' flash_color(M, flash_color = "#FF0000", flash_time = 50) - var/image/door_overlay = image('icons/effects/effects.dmi', "legiondoor") + var/mutable_appearance/door_overlay = mutable_appearance('icons/effects/effects.dmi', "legiondoor") notify_ghosts("Legion has been summoned in the [get_area(src)]!", source = src, alert_overlay = door_overlay, action = NOTIFY_JUMP) is_anyone_home = FALSE new/mob/living/simple_animal/hostile/megafauna/legion(get_step(src.loc, SOUTH)) diff --git a/code/modules/shuttle/manipulator.dm b/code/modules/shuttle/manipulator.dm index bb2f401cdb..594a6855da 100644 --- a/code/modules/shuttle/manipulator.dm +++ b/code/modules/shuttle/manipulator.dm @@ -26,9 +26,9 @@ /obj/machinery/shuttle_manipulator/update_icon() cut_overlays() - var/image/hologram_projection = image(icon, "hologram_on") + var/mutable_appearance/hologram_projection = mutable_appearance(icon, "hologram_on") hologram_projection.pixel_y = 22 - var/image/hologram_ship = image(icon, "hologram_whiteship") + var/mutable_appearance/hologram_ship = mutable_appearance(icon, "hologram_whiteship") hologram_ship.pixel_y = 27 add_overlay(hologram_projection) add_overlay(hologram_ship) diff --git a/code/modules/spells/spell_types/lightning.dm b/code/modules/spells/spell_types/lightning.dm index 4f469b61b2..3a84f73ef9 100644 --- a/code/modules/spells/spell_types/lightning.dm +++ b/code/modules/spells/spell_types/lightning.dm @@ -11,7 +11,7 @@ selection_type = "view" random_target = 1 var/ready = 0 - var/image/halo = null + var/static/mutable_appearance/halo var/sound/Snd // so far only way i can think of to stop a sound, thank MSO for the idea. action_icon_state = "lightning" @@ -25,7 +25,7 @@ ready = 1 to_chat(user, "You start gathering the power.") Snd = new/sound('sound/magic/lightning_chargeup.ogg',channel = 7) - halo = image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = EFFECTS_LAYER) + halo = halo || mutable_appearance('icons/effects/effects.dmi', "electricity", EFFECTS_LAYER) user.add_overlay(halo) playsound(get_turf(user), Snd, 50, 0) if(do_mob(user,user,100,1)) @@ -38,8 +38,7 @@ /obj/effect/proc_holder/spell/targeted/tesla/proc/Reset(mob/user = usr) ready = 0 - if(halo) - user.cut_overlay(halo) + user.cut_overlay(halo) /obj/effect/proc_holder/spell/targeted/tesla/revert_cast(mob/user = usr, message = 1) if(message) diff --git a/code/modules/station_goals/bsa.dm b/code/modules/station_goals/bsa.dm index 0d4200d49e..53a7198302 100644 --- a/code/modules/station_goals/bsa.dm +++ b/code/modules/station_goals/bsa.dm @@ -127,7 +127,7 @@ icon = 'icons/obj/lavaland/cannon.dmi' icon_state = "orbital_cannon1" unsecuring_tool = null - var/static/image/top_layer = null + var/static/mutable_appearance/top_layer var/ex_power = 3 var/power_used_per_shot = 2000000 //enough to kil standard apc - todo : make this use wires instead and scale explosion power with it var/ready @@ -163,17 +163,16 @@ /obj/machinery/bsa/full/New(loc,cannon_direction = WEST) ..() + top_layer = top_layer || mutable_appearance(icon, layer = ABOVE_MOB_LAYER) switch(cannon_direction) if(WEST) dir = WEST pixel_x = -192 - top_layer = image("icons/obj/lavaland/orbital_cannon.dmi", "top_west") - top_layer.layer = ABOVE_MOB_LAYER + top_layer.icon_state = "top_west" icon_state = "cannon_west" if(EAST) dir = EAST - top_layer = image("icons/obj/lavaland/orbital_cannon.dmi", "top_east") - top_layer.layer = ABOVE_MOB_LAYER + top_layer.icon_state = "top_east" icon_state = "cannon_east" add_overlay(top_layer) reload() diff --git a/code/modules/surgery/bodyparts/bodyparts.dm b/code/modules/surgery/bodyparts/bodyparts.dm index 56d35be23b..d93fc658dd 100644 --- a/code/modules/surgery/bodyparts/bodyparts.dm +++ b/code/modules/surgery/bodyparts/bodyparts.dm @@ -284,79 +284,66 @@ /obj/item/bodypart/proc/get_limb_icon(dropped) icon_state = "" //to erase the default sprite, we're building the visual aspects of the bodypart through overlays alone. - var/list/standing = list() + . = list() - var/image_dir + var/image_dir = 0 if(dropped) image_dir = SOUTH if(dmg_overlay_type) if(brutestate) - standing += image("icon"='icons/mob/dam_mob.dmi', "icon_state"="[dmg_overlay_type]_[body_zone]_[brutestate]0", "layer"=-DAMAGE_LAYER, "dir"=image_dir) + . += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_[brutestate]0", -DAMAGE_LAYER, image_dir) if(burnstate) - standing += image("icon"='icons/mob/dam_mob.dmi', "icon_state"="[dmg_overlay_type]_[body_zone]_0[burnstate]", "layer"=-DAMAGE_LAYER, "dir"=image_dir) + . += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir) + var/image/limb = image(layer = -BODYPARTS_LAYER, dir = image_dir) + . += limb if(animal_origin) if(status == BODYPART_ORGANIC) + limb.icon = 'icons/mob/animal_parts.dmi' if(species_id == "husk") - standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state"="[animal_origin]_husk_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[animal_origin]_husk_[body_zone]" else - standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state"="[animal_origin]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[animal_origin]_[body_zone]" else - standing += image("icon"='icons/mob/augments.dmi', "icon_state"="[animal_origin]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) - return standing + limb.icon = 'icons/mob/augments.dmi' + limb.icon_state = "[animal_origin]_[body_zone]" + return var/icon_gender = (body_gender == FEMALE) ? "f" : "m" //gender of the icon, if applicable if((body_zone != "head" && body_zone != "chest")) should_draw_gender = FALSE - var/image/I - if(status == BODYPART_ORGANIC) if(should_draw_greyscale) + limb.icon = 'icons/mob/human_parts_greyscale.dmi' if(should_draw_gender) - I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="[species_id]_[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[species_id]_[body_zone]_[icon_gender]" else if(use_digitigrade) - I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="digitigrade_[use_digitigrade]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "digitigrade_[use_digitigrade]_[body_zone]" else - I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="[species_id]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[species_id]_[body_zone]" else + limb.icon = 'icons/mob/human_parts.dmi' if(should_draw_gender) - I = image("icon"='icons/mob/human_parts.dmi', "icon_state"="[species_id]_[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[species_id]_[body_zone]_[icon_gender]" else - I = image("icon"='icons/mob/human_parts.dmi', "icon_state"="[species_id]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[species_id]_[body_zone]" + else + limb.icon = icon if(should_draw_gender) - I = image("icon"= icon, "icon_state"="[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) + limb.icon_state = "[body_zone]_[icon_gender]" else - I = image("icon"= icon, "icon_state"="[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir) - standing += I - return standing - - - if(!should_draw_greyscale) - standing += I - return standing - - //Greyscale Colouring - var/draw_color - - if(skin_tone) //Limb has skin color variable defined, use it - draw_color = skintone2hex(skin_tone) - if(species_color) - draw_color = species_color - if(mutation_color) - draw_color = mutation_color - - if(draw_color) - I.color = "#[draw_color]" - //End Greyscale Colouring - standing += I - - return standing + limb.icon_state = "[body_zone]" + return + if(should_draw_greyscale) + var/draw_color = mutation_color || species_color || (skin_tone && skintone2hex(skin_tone)) + if(draw_color) + limb.color = "#[draw_color]" /obj/item/bodypart/deconstruct(disassembled = TRUE) drop_organs() diff --git a/code/modules/surgery/bodyparts/head.dm b/code/modules/surgery/bodyparts/head.dm index 6417ade819..909f83e4d7 100644 --- a/code/modules/surgery/bodyparts/head.dm +++ b/code/modules/surgery/bodyparts/head.dm @@ -119,7 +119,7 @@ /obj/item/bodypart/head/get_limb_icon(dropped) cut_overlays() - var/list/standing = ..() + . = ..() if(dropped) //certain overlays only appear when the limb is being detached from its owner. var/datum/sprite_accessory/S @@ -128,45 +128,48 @@ if(facial_hair_style) S = GLOB.facial_hair_styles_list[facial_hair_style] if(S) - var/image/img_facial = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER, "dir"=SOUTH) - img_facial.color = "#" + facial_hair_color - img_facial.alpha = hair_alpha - standing += img_facial + var/image/facial_overlay = image(S.icon, "[S.icon_state]", -HAIR_LAYER, SOUTH) + facial_overlay.color = "#" + facial_hair_color + facial_overlay.alpha = hair_alpha + . += facial_overlay + var/image/hair_overlay = image(layer = -HAIR_LAYER, dir = SOUTH) + . += hair_overlay //Applies the debrained overlay if there is no brain if(!brain) if(animal_origin == ALIEN_BODYPART) - standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state" = "debrained_alien", "layer" = -HAIR_LAYER, "dir"=SOUTH) + hair_overlay.icon = 'icons/mob/animal_parts.dmi' + hair_overlay.icon_state = "debrained_alien" else if(animal_origin == LARVA_BODYPART) - standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state" = "debrained_larva", "layer" = -HAIR_LAYER, "dir"=SOUTH) + hair_overlay.icon = 'icons/mob/animal_parts.dmi' + hair_overlay.icon_state = "debrained_larva" else if(!(NOBLOOD in species_flags_list)) - standing += image("icon"='icons/mob/human_face.dmi', "icon_state" = "debrained", "layer" = -HAIR_LAYER, "dir"=SOUTH) + hair_overlay.icon = 'icons/mob/human_face.dmi' + hair_overlay.icon_state = "debrained" else if(hair_style) S = GLOB.hair_styles_list[hair_style] if(S) - var/image/img_hair = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER, "dir"=SOUTH) - img_hair.color = "#" + hair_color - img_hair.alpha = hair_alpha - standing += img_hair + hair_overlay.icon = icon + hair_overlay.icon_state = "[S.icon_state]" + hair_overlay.color = "#" + hair_color + hair_overlay.alpha = hair_alpha // lipstick if(lip_style) - var/image/lips = image("icon"='icons/mob/human_face.dmi', "icon_state"="lips_[lip_style]", "layer" = -BODY_LAYER, "dir"=SOUTH) - lips.color = lip_color - standing += lips + var/image/lips_overlay = image('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER, SOUTH) + lips_overlay.color = lip_color + . += lips_overlay // eyes + var/image/eyes_overlay = image('icons/mob/human_face.dmi', "eyes", -BODY_LAYER, SOUTH) + . += eyes_overlay if(!eyes) - standing += image("icon"='icons/mob/human_face.dmi', "icon_state" = "eyes_missing", "layer" = -BODY_LAYER, "dir"=SOUTH) + eyes_overlay.icon_state = "eyes_missing" else if(eyes.eye_color) - var/image/img_eyes = image("icon" = 'icons/mob/human_face.dmi', "icon_state" = "eyes", "layer" = -BODY_LAYER, "dir"=SOUTH) - img_eyes.color = "#" + eyes.eye_color - standing += img_eyes - - return standing + eyes_overlay.color = "#" + eyes.eye_color /obj/item/bodypart/head/monkey icon = 'icons/mob/animal_parts.dmi' diff --git a/code/modules/surgery/organs/augments_internal.dm b/code/modules/surgery/organs/augments_internal.dm index 85a98b09e6..7b4f98693c 100644 --- a/code/modules/surgery/organs/augments_internal.dm +++ b/code/modules/surgery/organs/augments_internal.dm @@ -11,7 +11,7 @@ if(iscarbon(M)) src.Insert(M) if(implant_overlay) - var/image/overlay = new /image(icon, implant_overlay) + var/mutable_appearance/overlay = mutable_appearance(icon, implant_overlay) overlay.color = implant_color add_overlay(overlay) return ..() diff --git a/code/modules/vehicles/atv.dm b/code/modules/vehicles/atv.dm index 6afd401b75..5f663b85f8 100644 --- a/code/modules/vehicles/atv.dm +++ b/code/modules/vehicles/atv.dm @@ -3,7 +3,7 @@ name = "all-terrain vehicle" desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-earth technologies that are still relevant on most planet-bound outposts." icon_state = "atv" - var/static/image/atvcover = null + var/static/mutable_appearance/atvcover /obj/vehicle/atv/buckle_mob(mob/living/buckled_mob, force = 0, check_loc = 1) . = ..() @@ -11,9 +11,7 @@ /obj/vehicle/atv/New() ..() - if(!atvcover) - atvcover = image("icons/obj/vehicles.dmi", "atvcover") - atvcover.layer = ABOVE_MOB_LAYER + atvcover = atvcover || mutable_appearance(icon, "atvcover", ABOVE_MOB_LAYER) /obj/vehicle/atv/post_buckle_mob(mob/living/M) diff --git a/code/modules/vehicles/speedbike.dm b/code/modules/vehicles/speedbike.dm index 3db99e736b..21d8cff1be 100644 --- a/code/modules/vehicles/speedbike.dm +++ b/code/modules/vehicles/speedbike.dm @@ -4,7 +4,7 @@ icon_state = "speedbike_blue" layer = LYING_MOB_LAYER var/overlay_state = "cover_blue" - var/image/overlay = null + var/static/mutable_appearance/overlay /obj/vehicle/space/speedbike/buckle_mob(mob/living/M, force = 0, check_loc = 1) . = ..() @@ -12,8 +12,7 @@ /obj/vehicle/space/speedbike/New() . = ..() - overlay = image("icons/obj/bike.dmi", overlay_state) - overlay.layer = ABOVE_MOB_LAYER + overlay = overlay || mutable_appearance(icon, overlay_state, ABOVE_MOB_LAYER) add_overlay(overlay) /obj/effect/overlay/temp/speedbike_trail diff --git a/tgstation.dme b/tgstation.dme index df3e306d8c..4eba97eef4 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -247,6 +247,7 @@ #include "code\datums\martial.dm" #include "code\datums\material_container.dm" #include "code\datums\mind.dm" +#include "code\datums\mutable_appearance.dm" #include "code\datums\mutations.dm" #include "code\datums\outfit.dm" #include "code\datums\progressbar.dm"