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:
committed by
Poojawa
parent
a8c4c86e1c
commit
a905c15dad
@@ -179,11 +179,11 @@
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remove_atom_colour(FIXED_COLOUR_PRIORITY)
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if(is_zombie)
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copy_overlays(oldguy, TRUE)
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var/image/I = image('icons/mob/blob.dmi', icon_state = "blob_head")
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var/mutable_appearance/blob_head_overlay = mutable_appearance('icons/mob/blob.dmi', "blob_head")
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if(overmind)
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I.color = overmind.blob_reagent_datum.complementary_color
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blob_head_overlay.color = overmind.blob_reagent_datum.complementary_color
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color = initial(color)//looks better.
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add_overlay(I)
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add_overlay(blob_head_overlay)
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/mob/living/simple_animal/hostile/blob/blobspore/weak
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name = "fragile blob spore"
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@@ -33,12 +33,11 @@
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/obj/structure/blob/core/update_icon()
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cut_overlays()
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color = null
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var/image/I = new('icons/mob/blob.dmi', "blob")
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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I.color = overmind.blob_reagent_datum.color
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add_overlay(I)
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var/image/C = new('icons/mob/blob.dmi', "blob_core_overlay")
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add_overlay(C)
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_core_overlay"))
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/obj/structure/blob/core/Destroy()
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GLOB.blob_cores -= src
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@@ -21,12 +21,11 @@
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/obj/structure/blob/node/update_icon()
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cut_overlays()
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color = null
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var/image/I = new('icons/mob/blob.dmi', "blob")
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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I.color = overmind.blob_reagent_datum.color
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add_overlay(I)
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var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay")
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add_overlay(C)
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_node_overlay"))
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/obj/structure/blob/node/Destroy()
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GLOB.blob_nodes -= src
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@@ -42,8 +42,7 @@
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icon_state = "geisbinding"
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mob_layer = M.layer
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layer = M.layer - 0.01
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var/image/GB = new('icons/effects/clockwork_effects.dmi', src, "geisbinding_top", M.layer + 0.01)
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add_overlay(GB)
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add_overlay(mutable_appearance('icons/effects/clockwork_effects.dmi', "geisbinding_top", M.layer + 0.01))
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for(var/obj/item/I in M.held_items)
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M.dropItemToGround(I)
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for(var/i in M.get_empty_held_indexes())
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@@ -25,7 +25,7 @@
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START_PROCESSING(SSobj, src)
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send_to_playing_players("<span class='ratvar'>\"[text2ratvar("ONCE AGAIN MY LIGHT SHALL SHINE ACROSS THIS PATHETIC REALM")]!!\"</span>")
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send_to_playing_players('sound/effects/ratvar_reveal.ogg')
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var/image/alert_overlay = image('icons/effects/clockwork_effects.dmi', "ratvar_alert")
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/clockwork_effects.dmi', "ratvar_alert")
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var/area/A = get_area(src)
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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)
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INVOKE_ASYNC(SSshuttle.emergency, /obj/docking_port/mobile/emergency..proc/request, null, 0)
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@@ -14,8 +14,8 @@
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debris = list(/obj/item/clockwork/alloy_shards/medium = 1, \
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/obj/item/clockwork/alloy_shards/small = 6, \
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/obj/item/clockwork/component/replicant_alloy/replication_plate = 1)
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var/image/daemon_glow
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var/image/component_glow
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var/static/mutable_appearance/daemon_glow = mutable_appearance('icons/obj/clockwork_objects.dmi', "tinkerglow")
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var/static/mutable_appearance/component_glow = mutable_appearance('icons/obj/clockwork_objects.dmi', "t_random_component")
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var/component_id_to_produce
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var/production_time = 0 //last time we produced a component
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var/production_cooldown = 120
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@@ -119,14 +119,9 @@
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. = ..()
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if(active)
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var/component_color = get_component_color(component_id_to_produce)
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if(!daemon_glow)
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daemon_glow = new('icons/obj/clockwork_objects.dmi', "tinkerglow")
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daemon_glow.color = component_color
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add_overlay(daemon_glow)
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if(!component_glow)
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component_glow = new('icons/obj/clockwork_objects.dmi', "t_[component_id_to_produce ? component_id_to_produce :"random_component"]")
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else
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component_glow.icon_state = "t_[component_id_to_produce ? component_id_to_produce :"random_component"]"
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component_glow.icon_state = "t_[component_id_to_produce ? component_id_to_produce :"random_component"]"
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component_glow.color = component_color
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add_overlay(component_glow)
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production_time = world.time + production_cooldown //don't immediately produce when turned on after being off
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@@ -201,9 +201,9 @@
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return 0
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands)
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. = list()
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if(!isinhands && current_charges)
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. += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "shield-cult")
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. = list()
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if(!isinhands && current_charges)
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. += mutable_appearance('icons/effects/effects.dmi', "shield-cult", MOB_LAYER + 0.01)
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/obj/item/clothing/suit/hooded/cultrobes/berserker
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name = "flagellant's robes"
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@@ -775,11 +775,11 @@ structure_check() searches for nearby cultist structures required for the invoca
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deltimer(density_timer)
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air_update_turf(1)
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if(density)
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var/image/I = image(layer = ABOVE_MOB_LAYER, icon = 'icons/effects/effects.dmi', icon_state = "barriershimmer")
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I.appearance_flags = RESET_COLOR
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I.alpha = 60
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I.color = "#701414"
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add_overlay(I)
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var/mutable_appearance/shimmer = mutable_appearance('icons/effects/effects.dmi', "barriershimmer", ABOVE_MOB_LAYER)
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shimmer.appearance_flags |= RESET_COLOR
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shimmer.alpha = 60
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shimmer.color = "#701414"
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add_overlay(shimmer)
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add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
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else
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cut_overlays()
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@@ -5,7 +5,7 @@
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return 0
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/mob/living/carbon/true_devil/update_inv_hands()
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//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.
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//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.
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remove_overlay(DEVIL_HANDS_LAYER)
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var/list/hands_overlays = list()
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var/obj/item/l_hand = get_item_for_held_index(1) //hardcoded 2-hands only, for now.
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@@ -17,9 +17,9 @@
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if(!r_state)
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r_state = r_hand.icon_state
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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)
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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)
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hands_overlays += r_hand_image
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hands_overlays += r_hand_overlay
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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r_hand.layer = ABOVE_HUD_LAYER
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@@ -33,9 +33,9 @@
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if(!l_state)
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l_state = l_hand.icon_state
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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)
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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)
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hands_overlays += l_hand_image
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hands_overlays += l_hand_overlay
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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l_hand.layer = ABOVE_HUD_LAYER
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@@ -54,6 +54,5 @@
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/mob/living/carbon/true_devil/apply_overlay(cache_index)
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var/image/I = devil_overlays[cache_index]
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if(I)
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add_overlay(I)
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if((. = devil_overlays[cache_index]))
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add_overlay(.)
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@@ -37,8 +37,8 @@
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var/previous_level = ""
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var/obj/item/nuke_core/core = null
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var/deconstruction_state = NUKESTATE_INTACT
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var/image/lights = null
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var/image/interior = null
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var/lights = ""
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var/interior = ""
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var/obj/effect/countdown/nuclearbomb/countdown
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var/static/bomb_set
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@@ -201,30 +201,32 @@
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cut_overlay(interior)
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switch(deconstruction_state)
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if(NUKESTATE_UNSCREWED)
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interior = image(icon,"panel-unscrewed")
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interior = "panel-unscrewed"
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if(NUKESTATE_PANEL_REMOVED)
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interior = image(icon,"panel-removed")
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interior = "panel-removed"
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if(NUKESTATE_WELDED)
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interior = image(icon,"plate-welded")
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interior = "plate-welded"
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if(NUKESTATE_CORE_EXPOSED)
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interior = image(icon,"plate-removed")
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interior = "plate-removed"
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if(NUKESTATE_CORE_REMOVED)
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interior = image(icon,"core-removed")
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interior = "core-removed"
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if(NUKESTATE_INTACT)
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interior = null
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return
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add_overlay(interior)
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/obj/machinery/nuclearbomb/proc/update_icon_lights()
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cut_overlay(lights)
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if(lights)
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cut_overlay(lights)
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switch(get_nuke_state())
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if(NUKE_OFF_LOCKED)
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lights = null
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lights = ""
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return
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if(NUKE_OFF_UNLOCKED)
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lights = image(icon,"lights-safety")
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lights = "lights-safety"
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if(NUKE_ON_TIMING)
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lights = image(icon,"lights-timing")
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lights = "lights-timing"
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if(NUKE_ON_EXPLODING)
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lights = image(icon,"lights-exploding")
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lights = "lights-exploding"
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add_overlay(lights)
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/obj/machinery/nuclearbomb/process()
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