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
+3 -3
View File
@@ -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"
+4 -5
View File
@@ -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
+4 -5
View File
@@ -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
@@ -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())
@@ -25,7 +25,7 @@
START_PROCESSING(SSobj, src)
send_to_playing_players("<span class='ratvar'>\"[text2ratvar("ONCE AGAIN MY LIGHT SHALL SHINE ACROSS THIS PATHETIC REALM")]!!\"</span>")
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)
@@ -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
+3 -3
View File
@@ -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"
+5 -5
View File
@@ -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()
@@ -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(.)
+15 -13
View File
@@ -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()