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