Huge Sprite Rework (#342)
* Revert "Revert "Huge Sprite Rework"" * Compilation of all feedback fixes This commit contains all the suggested fixes so far and the changes we came up with through discussion about the code. For example, genitals **may** now use alternate icons for aroused states, but does not have to, this is decided by a boolean variable in the sprite accessory itself, defaulting to not using alternate icons. Genital icon_state names now follow a new format to match these new options in a modular way for all kinds of genitals. * Conflict solving reformats all the taurs to use the TAUR layer instead of the BODY_FRONT layer. Same for the new Eevee sprites. * Committing the old, unfixed file. This will cause errors if used, but at least it won't cause conflicts. * Contains fixed sprite names The shepherd taur body should STILL have a hole in the body due to a pixel error. I have forgotten which pixes these are, so.... **le shrug** * Anger commit Commiting this in anger. I WILL make it work damnit! * Proper name fixes. Also renames the taur cow to no longer have an incorrectly duplicate icon_state. * Shepherd taur pixel fix Fixes the missing pixels from the taur body that caused a hole to appear when viewed from the sides. * Conflict resolution This PR will cause some sprite-breaking overlay errors. But it's the only way to handle the conflicting .dmi. So I'll make a separate PR to fix the sprites later. * Fixes global lists Now they use whatever weird new system we got for them.
This commit is contained in:
@@ -366,12 +366,11 @@
|
||||
|
||||
/datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
|
||||
var/list/bodyparts_to_add = mutant_bodyparts.Copy()
|
||||
var/list/relevent_layers = list(BODY_BEHIND_LAYER, BODY_ADJ_LAYER, BODY_FRONT_LAYER)
|
||||
var/list/relevant_layers = list(BODY_BEHIND_LAYER, BODY_ADJ_LAYER, BODY_FRONT_LAYER, BODY_TAUR_LAYER)
|
||||
var/list/standing = list()
|
||||
|
||||
H.remove_overlay(BODY_BEHIND_LAYER)
|
||||
H.remove_overlay(BODY_ADJ_LAYER)
|
||||
H.remove_overlay(BODY_FRONT_LAYER)
|
||||
for(var/L in relevant_layers)
|
||||
H.remove_overlay(L)
|
||||
|
||||
if(!mutant_bodyparts)
|
||||
return
|
||||
@@ -497,7 +496,7 @@
|
||||
|
||||
var/image/I
|
||||
|
||||
for(var/layer in relevent_layers)
|
||||
for(var/layer in relevant_layers)
|
||||
var/layertext = mutant_bodyparts_layertext(layer)
|
||||
|
||||
for(var/bodypart in bodyparts_to_add)
|
||||
@@ -704,9 +703,8 @@
|
||||
H.overlays_standing[layer] = standing.Copy()
|
||||
standing = list()
|
||||
|
||||
H.apply_overlay(BODY_BEHIND_LAYER)
|
||||
H.apply_overlay(BODY_ADJ_LAYER)
|
||||
H.apply_overlay(BODY_FRONT_LAYER)
|
||||
for(var/L in relevant_layers)
|
||||
H.apply_overlay(L)
|
||||
|
||||
|
||||
//This exists so sprite accessories can still be per-layer without having to include that layer's
|
||||
@@ -719,6 +717,8 @@
|
||||
return "ADJ"
|
||||
if(BODY_FRONT_LAYER)
|
||||
return "FRONT"
|
||||
if(BODY_TAUR_LAYER)
|
||||
return "TAUR"
|
||||
|
||||
|
||||
/datum/species/proc/spec_life(mob/living/carbon/human/H)
|
||||
|
||||
Reference in New Issue
Block a user