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.
This commit is contained in:
CitadelStationBot
2017-04-26 08:18:35 -05:00
committed by Poojawa
parent a8c4c86e1c
commit a905c15dad
151 changed files with 1379 additions and 1531 deletions
+18
View File
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// 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