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
@@ -12,11 +12,7 @@
canSmoothWith = null
buildstacktype = null
flags = NODECONSTRUCT
var/image/nest_overlay
/obj/structure/bed/nest/New()
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER)
return ..()
var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/alien.dmi', "nestoverlay", LYING_MOB_LAYER)
/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
if(has_buckled_mobs())
@@ -145,11 +145,11 @@
obj_integrity = 70
max_integrity = 70
buildstackamount = 2
var/image/armrest = null
var/mutable_appearance/armrest
item_chair = null
/obj/structure/chair/comfy/Initialize()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
armrest = mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
armrest.layer = ABOVE_MOB_LAYER
return ..()
@@ -8,7 +8,7 @@
/obj/structure/chair/e_chair/New()
..()
add_overlay(image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1))
add_overlay(mutable_appearance('icons/obj/chairs.dmi', "echair_over", MOB_LAYER + 1))
/obj/structure/chair/e_chair/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench))
+4 -2
View File
@@ -7,7 +7,7 @@
anchored = 0
density = 1
opacity = 0
var/case_type = null
var/case_type = ""
var/gun_category = /obj/item/weapon/gun
var/open = 1
var/capacity = 4
@@ -25,8 +25,10 @@
/obj/structure/guncase/update_icon()
cut_overlays()
if(case_type && LAZYLEN(contents))
var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
for(var/i in 1 to contents.len)
add_overlay(image(icon = src.icon, icon_state = "[case_type]", pixel_x = 3 * (i - 1) ))
gun_overlay.pixel_x = 3 * (i - 1)
add_overlay(gun_overlay)
if(open)
add_overlay("[icon_state]_open")
else
@@ -143,21 +143,21 @@
/obj/structure/transit_tube/proc/create_tube_overlay(direction, shift_dir)
var/image/I
var/image/tube_overlay = new(dir = direction)
if(shift_dir)
I = image(loc = src, icon_state = "decorative_diag", dir = direction)
tube_overlay.icon_state = "decorative_diag"
switch(shift_dir)
if(NORTH)
I.pixel_y = 32
tube_overlay.pixel_y = 32
if(SOUTH)
I.pixel_y = -32
tube_overlay.pixel_y = -32
if(EAST)
I.pixel_x = 32
tube_overlay.pixel_x = 32
if(WEST)
I.pixel_x = -32
tube_overlay.pixel_x = -32
else
I = image(loc = src, icon_state = "decorative", dir = direction)
add_overlay(I)
tube_overlay.icon_state = "decorative"
add_overlay(tube_overlay)
+1 -1
View File
@@ -239,7 +239,7 @@
qdel(mymist)
if(on)
add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", MOB_LAYER + 1))
if(watertemp == "freezing")
return
if(!ismist)
+3 -3
View File
@@ -18,7 +18,7 @@
var/fulltile = 0
var/glass_type = /obj/item/stack/sheet/glass
var/glass_amount = 1
var/image/crack_overlay
var/static/mutable_appearance/crack_overlay = mutable_appearance('icons/obj/structures.dmi')
var/list/debris = list()
can_be_unanchored = 1
resistance_flags = ACID_PROOF
@@ -377,10 +377,10 @@
if(smooth)
queue_smooth(src)
cut_overlay(crack_overlay)
cut_overlays()
if(ratio > 75)
return
crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
crack_overlay.icon_state = "damage[ratio]"
add_overlay(crack_overlay)
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)