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
@@ -250,9 +250,9 @@ BLIND // can't see anything
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedgloves")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands")
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -278,9 +278,9 @@ BLIND // can't see anything
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedhelmet")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="helmetblood")
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -303,9 +303,9 @@ BLIND // can't see anything
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if(!isinhands)
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedmask")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="maskblood")
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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//Mask
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@@ -325,9 +325,9 @@ BLIND // can't see anything
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if(!isinhands)
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedmask")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="maskblood")
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -399,9 +399,9 @@ BLIND // can't see anything
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damagedshoe")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="shoeblood")
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -454,9 +454,9 @@ BLIND // can't see anything
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damaged[blood_overlay_type]")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="[blood_overlay_type]blood")
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -533,17 +533,17 @@ BLIND // can't see anything
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if(!isinhands)
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if(damaged_clothes)
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. += image("icon"='icons/effects/item_damage.dmi', "icon_state"="damageduniform")
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += image("icon"='icons/effects/blood.dmi', "icon_state"="uniformblood")
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(hastie)
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var/tie_color = hastie.item_color
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if(!tie_color)
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tie_color = hastie.icon_state
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var/image/tI = image("icon"='icons/mob/ties.dmi', "icon_state"="[tie_color]")
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tI.alpha = hastie.alpha
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tI.color = hastie.color
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. += tI
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var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]")
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tie.alpha = hastie.alpha
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tie.color = hastie.color
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. += tie
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/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -30,7 +30,6 @@
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var/list/hands_nodrop = list()
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var/obj/item/clothing/head/helmet/space/chronos/helmet = null
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var/obj/effect/chronos_cam/camera = null
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var/image/phase_underlay = null
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var/datum/action/innate/chrono_teleport/teleport_now = new
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var/activating = 0
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var/activated = 0
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@@ -97,10 +96,6 @@
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for(var/obj/item/I in user.held_items)
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if(I in hands_nodrop)
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I.flags &= ~NODROP
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if(phase_underlay && !QDELETED(phase_underlay))
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user.underlays -= phase_underlay
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qdel(phase_underlay)
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phase_underlay = null
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if(camera)
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camera.remove_target_ui()
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camera.loc = user
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@@ -133,8 +128,6 @@
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user.ExtinguishMob()
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phase_underlay = create_phase_underlay(user)
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hands_nodrop = list()
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for(var/obj/item/I in user.held_items)
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if(!(I.flags & NODROP))
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@@ -171,15 +164,6 @@
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else
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finish_chronowalk(user, to_turf)
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/obj/item/clothing/suit/space/chronos/proc/create_phase_underlay(var/mob/user)
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var/icon/user_icon = icon('icons/effects/alphacolors.dmi', "")
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user_icon.AddAlphaMask(getFlatIcon(user))
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var/image/phase = new(user_icon)
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phase.appearance_flags = RESET_COLOR|RESET_ALPHA
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user.underlays += phase
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return phase
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/obj/item/clothing/suit/space/chronos/process()
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if(activated)
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var/mob/living/carbon/human/user = src.loc
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@@ -597,9 +597,9 @@
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C.update_inv_wear_suit()
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/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands)
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. = list()
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if(!isinhands)
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. += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "[shield_state]")
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. = list()
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if(!isinhands)
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. += mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01)
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/obj/item/clothing/head/helmet/space/hardsuit/shielded
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resistance_flags = FIRE_PROOF | ACID_PROOF
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