Update dullahan.dm

This commit is contained in:
Timothy Teakettle
2022-08-10 16:37:21 +01:00
parent 5d925412b1
commit b260794e54
+33 -25
View File
@@ -100,9 +100,10 @@
w_class = WEIGHT_CLASS_BULKY
/obj/item/dullahan_head/Destroy()
B.Remove()
B.forceMove(get_turf(src))
owner.gib()
if(owner)
B.Remove()
B.forceMove(get_turf(src))
owner.gib()
. = ..()
// update head sprite
@@ -115,28 +116,31 @@
add_overlay(overlay)
/obj/item/dullahan_head/update_appearance()
remove_head_overlays()
// to do this without duplicating large amounts of code
// it's best to regenerate the head, then remove it once we have the overlays we want
owner.regenerate_limb(BODY_ZONE_HEAD, TRUE) // don't heal them
owner.regenerate_icons(TRUE) // yes i know it's expensive but do you want me to rewrite our entire overlay system, also block recursive calls here by passing in TRUE (it wont go back to call update_appearance this way)
var/obj/item/bodypart/head/head = owner.get_bodypart(BODY_ZONE_HEAD)
add_overlay(head.get_limb_icon(FALSE, TRUE, TRUE))
for(var/overlay in owner.overlays_standing)
if(istype(overlay, /mutable_appearance))
var/mutable_appearance/mutable = overlay
if(mutable.category == "HEAD")
add_head_overlay(mutable)
else
if(islist(overlay))
var/list/list_appearances = overlay
for(var/overlay2 in list_appearances)
if(istype(overlay2, /mutable_appearance))
var/mutable_appearance/mutable = overlay2
if(mutable.category == "HEAD")
add_head_overlay(mutable)
head.drop_limb()
qdel(head)
if(owner && !HAS_TRAIT(owner, TRAIT_HUMAN_NO_RENDER))
remove_head_overlays()
// to do this without duplicating large amounts of code
// it's best to regenerate the head, then remove it once we have the overlays we want
owner.regenerate_limb(BODY_ZONE_HEAD, TRUE) // don't heal them
owner.cut_overlays()
owner.regenerate_icons(TRUE) // yes i know it's expensive but do you want me to rewrite our entire overlay system, also block recursive calls here by passing in TRUE (it wont go back to call update_appearance this way)
var/obj/item/bodypart/head/head = owner.get_bodypart(BODY_ZONE_HEAD)
if(head)
add_overlay(head.get_limb_icon(FALSE, TRUE, TRUE))
for(var/overlay in owner.overlays_standing)
if(istype(overlay, /mutable_appearance))
var/mutable_appearance/mutable = overlay
if(mutable.category == "HEAD")
add_head_overlay(mutable)
else
if(islist(overlay))
var/list/list_appearances = overlay
for(var/overlay2 in list_appearances)
if(istype(overlay2, /mutable_appearance))
var/mutable_appearance/mutable = overlay2
if(mutable.category == "HEAD")
add_head_overlay(mutable)
head.drop_limb()
qdel(head)
/obj/item/dullahan_head/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
@@ -173,6 +177,7 @@
/datum/component/dullahan/Destroy()
UnregisterSignal(parent, COMSIG_LIVING_REGENERATE_LIMBS)
dullahan_head.owner = null
qdel(dullahan_head)
REMOVE_TRAIT(parent, TRAIT_DULLAHAN, "dullahan_component")
@@ -186,6 +191,9 @@
var/obj/item/organ/brain/old_brain = H.getorganslot(ORGAN_SLOT_BRAIN)
var/obj/item/organ/tongue/old_tongue = H.getorganslot(ORGAN_SLOT_TONGUE)
H.regenerate_limb(BODY_ZONE_HEAD, TRUE)
H.reset_perspective(H)
old_brain.Remove(TRUE,TRUE)
QDEL_NULL(old_brain)
new_brain.Insert(H, TRUE, TRUE)