WIP
This commit is contained in:
@@ -441,17 +441,14 @@ BLIND // can't see anything
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return TRUE
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/obj/item/clothing/update_icon() // Polychrome stuff
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..()
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/obj/item/clothing/update_overlays() // Polychrome stuff
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. = ..()
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if(hasprimary) //Checks if the overlay is enabled
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var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
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primary_overlay.color = primary_color //Colors the greyscaled overlay
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add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary", color = primary_color) //Automagically picks overlays
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. += primary_overlay //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
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secondary_overlay.color = secondary_color
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add_overlay(secondary_overlay)
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var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary", color = secondary_color)
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. += secondary_overlay
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if(hastertiary)
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var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
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tertiary_overlay.color = tertiary_color
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add_overlay(tertiary_overlay)
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var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary", color = tertiary_color)
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. += tertiary_overlay
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@@ -35,16 +35,15 @@
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. = ..()
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update_icon()
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/obj/item/clothing/ears/headphones/update_icon()
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/obj/item/clothing/ears/headphones/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/ears/headphones/update_icon_state()
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icon_state = "[initial(icon_state)]_[headphones_on? "on" : "off"]"
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item_state = "[initial(item_state)]_[headphones_on? "on" : "off"]"
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/obj/item/clothing/ears/headphones/proc/toggle(owner)
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headphones_on = !headphones_on
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update_icon()
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var/mob/living/carbon/human/H = owner
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if(istype(H))
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H.update_inv_ears()
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H.update_inv_neck()
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H.update_inv_head()
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to_chat(owner, "<span class='notice'>You turn the music [headphones_on? "on. Untz Untz Untz!" : "off."]</span>")
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@@ -31,6 +31,10 @@
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START_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/clothing/glasses/meson/engine/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/glasses/meson/engine/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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@@ -120,18 +124,8 @@
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pic = new('icons/turf/overlays.dmi', place, "redOverlay", AREA_LAYER)
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flick_overlay(pic, list(user.client), 8)
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/obj/item/clothing/glasses/meson/engine/update_icon()
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/obj/item/clothing/glasses/meson/engine/update_icon_state()
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icon_state = "trayson-[mode]"
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update_mob()
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/obj/item/clothing/glasses/meson/engine/proc/update_mob()
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item_state = icon_state
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if(isliving(loc))
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var/mob/living/user = loc
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if(user.get_item_by_slot(SLOT_GLASSES) == src)
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user.update_inv_glasses()
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else
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user.update_inv_hands()
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/obj/item/clothing/glasses/meson/engine/tray //atmos techs have lived far too long without tray goggles while those damned engineers get their dual-purpose gogles all to themselves
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name = "optical t-ray scanner"
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@@ -16,6 +16,11 @@
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
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toggle_helmet_light(user)
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@@ -27,15 +32,9 @@
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turn_off(user)
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update_icon()
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/obj/item/clothing/head/hardhat/update_icon()
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/obj/item/clothing/head/hardhat/update_icon_state()
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icon_state = "hardhat[on]_[item_color]"
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item_state = "hardhat[on]_[item_color]"
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_head()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon(force = TRUE)
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/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
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set_light(brightness_on, power_on)
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@@ -132,11 +131,10 @@
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if(!up)
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. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
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/obj/item/clothing/head/hardhat/weldhat/update_icon()
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cut_overlays()
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/obj/item/clothing/head/hardhat/weldhat/update_overlays()
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. = ..()
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if(!up)
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add_overlay("weldvisor")
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..()
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. += "weldvisor"
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/obj/item/clothing/head/hardhat/weldhat/orange
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icon_state = "hardhat0_orange"
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@@ -258,7 +258,11 @@
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//LightToggle
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/obj/item/clothing/head/helmet/update_icon()
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/obj/item/clothing/head/helment/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/helmet/update_icon_state()
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var/state = "[initial(icon_state)]"
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if(F)
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if(F.on)
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@@ -268,10 +272,6 @@
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icon_state = state
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_head()
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/obj/item/clothing/head/helmet/ui_action_click(mob/user, action)
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if(istype(action, /datum/action/item_action/toggle_helmet_flashlight))
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toggle_helmlight()
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@@ -197,16 +197,19 @@
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. = ..()
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update_icon()
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/obj/item/clothing/head/wig/update_icon()
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cut_overlays()
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/obj/item/clothing/head/wig/update_icon_state()
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var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
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if(!S)
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icon = 'icons/obj/clothing/hats.dmi'
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icon_state = "pwig"
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else
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var/mutable_appearance/M = mutable_appearance(S.icon,S.icon_state)
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/obj/item/clothing/head/wig/update_overlays()
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. = ..()
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var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
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if(S)
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var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state, color = hair_color)
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M.appearance_flags |= RESET_COLOR
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M.color = hair_color
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add_overlay(M)
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. += M
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/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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. = list()
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@@ -10,11 +10,15 @@
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/Initialize()
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. = ..()
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AddComponent(/datum/component/material_container, list(/datum/material/bananium), 200000, TRUE, /obj/item/stack)
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AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 75)
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if(always_noslip)
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clothing_flags |= NOSLIP
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddComponent(/datum/component/material_container, list(/datum/material/bananium), 200000, TRUE, /obj/item/stack)
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AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 75)
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
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. = ..()
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var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
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@@ -55,12 +59,5 @@
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else
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to_chat(user, "<span class='warning'>You need bananium to turn the prototype shoes on!</span>")
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/update_icon()
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if(on)
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icon_state = "clown_prototype_on"
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else
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icon_state = "clown_prototype_off"
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usr.update_inv_shoes()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/update_icon_state()
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icon_state = "clown_prototype_[on? "on" : "off"]"
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@@ -275,7 +275,7 @@
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visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
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visor_flags = STOPSPRESSUREDAMAGE
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon()
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon_state()
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icon_state = "hardsuit[on]-[item_color]"
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize()
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@@ -946,15 +946,9 @@
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
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if(energy_color)
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helm_overlay.color = energy_color
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(helm_overlay)
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_overlays()
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. = ..()
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. += mutable_appearance(icon, "knight_cydonia_overlay", color = energy_color)
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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. = ..()
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@@ -983,15 +977,9 @@
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set_light(1)
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update_icon()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
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if(energy_color)
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suit_overlay.color = energy_color
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(suit_overlay)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/update_overlays()
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. = ..()
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. += mutable_appearance(icon, "knight_cydonia_overlay", color = energy_color)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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. = ..()
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