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.
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committed by
Poojawa
parent
a8c4c86e1c
commit
a905c15dad
@@ -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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