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
+8 -8
View File
@@ -73,18 +73,18 @@
if(hp <= 0)
visible_message("<span class='danger'>[src] breaks into tiny pieces and collapses!</span>")
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