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:
ktccd
2017-04-15 13:24:44 +02:00
committed by TalkingCactus
parent bd1a26de8d
commit c785038994
19 changed files with 336 additions and 145 deletions
@@ -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)