Merge pull request #15930 from SandPoot/reskinning
Update to reskinning
This commit is contained in:
@@ -32,6 +32,9 @@ GLOBAL_LIST_EMPTY(PDAs)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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always_reskinnable = TRUE
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reskin_binding = COMSIG_CLICK_CTRL_SHIFT
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//Main variables
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var/owner = null // String name of owner
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var/default_cartridge = 0 // Access level defined by cartridge
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@@ -112,10 +115,10 @@ GLOBAL_LIST_EMPTY(PDAs)
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. += id ? "<span class='notice'>Alt-click to remove the id.</span>" : ""
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if(inserted_item && (!isturf(loc)))
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. += "<span class='notice'>Ctrl-click to remove [inserted_item].</span>"
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if(LAZYLEN(GLOB.pda_reskins))
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. += "<span class='notice'>Ctrl-shift-click it to reskin it.</span>"
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/obj/item/pda/Initialize(mapload)
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if(GLOB.pda_reskins)
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unique_reskin = GLOB.pda_reskins
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. = ..()
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if(fon)
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set_light(f_lum, f_pow, f_col)
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@@ -130,28 +133,10 @@ GLOBAL_LIST_EMPTY(PDAs)
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new_overlays = TRUE
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update_icon()
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/obj/item/pda/CtrlShiftClick(mob/living/user)
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. = ..()
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if(GLOB.pda_reskins && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
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reskin_obj(user)
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/obj/item/pda/reskin_obj(mob/M)
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if(!LAZYLEN(GLOB.pda_reskins))
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return
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var/dat = "<b>Reskin options for [name]:</b>"
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for(var/V in GLOB.pda_reskins)
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var/output = icon2html(GLOB.pda_reskins[V], M, icon_state)
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dat += "\n[V]: <span class='reallybig'>[output]</span>"
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to_chat(M, dat)
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var/choice = input(M, "Choose the a reskin for [src]","Reskin Object") as null|anything in GLOB.pda_reskins
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var/new_icon = GLOB.pda_reskins[choice]
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if(QDELETED(src) || isnull(new_icon) || new_icon == icon || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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icon = new_icon
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. = ..()
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new_overlays = TRUE
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update_icon()
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to_chat(M, "[src] is now skinned as '[choice]'.")
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/obj/item/pda/proc/set_new_overlays()
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if(!overlays_offsets || !(icon in overlays_offsets))
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@@ -191,7 +176,7 @@ GLOBAL_LIST_EMPTY(PDAs)
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else
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font_index = MODE_MONO
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font_mode = FONT_MONO
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var/pref_skin = GLOB.pda_reskins[C.prefs.pda_skin]
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var/pref_skin = GLOB.pda_reskins[C.prefs.pda_skin]["icon"]
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if(icon != pref_skin)
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icon = pref_skin
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new_overlays = TRUE
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@@ -193,34 +193,29 @@
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/obj/item/melee/transforming/energy/sword/saber
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possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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unique_reskin = list("Sword" = "sword0", "Saber" = "esaber0")
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unique_reskin = list(
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"Sword" = list("icon_state" = "sword0"),
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"Saber" = list("icon_state" = "esaber0")
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)
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var/hacked = FALSE
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var/saber = FALSE
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/obj/item/melee/transforming/energy/sword/saber/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(.)
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if(active)
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if(sword_color)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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else
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if(saber)
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icon_state = "esaber0"
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switch(current_skin)
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if("Saber")
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icon_state = "esaber[active ? sword_color : "0"]"
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// No skin
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else
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icon_state = "sword0"
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icon_state = "sword[active ? sword_color : "0"]"
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/obj/item/melee/transforming/energy/sword/saber/reskin_obj(mob/M)
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. = ..()
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if(icon_state == "esaber0")
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saber = TRUE
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if(active)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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switch(current_skin)
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if("Sword")
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icon_state = "sword[active ? sword_color : "0"]"
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if("Saber")
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icon_state = "esaber[active ? sword_color : "0"]"
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/obj/item/melee/transforming/energy/sword/saber/set_sword_color(var/color_forced)
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if(color_forced) // wow i really do not like this at fucking all holy SHIT
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+17
-45
@@ -28,9 +28,17 @@
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/current_skin //the item reskin
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var/list/unique_reskin //List of options to reskin.
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//Reskin variables
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/// The item reskin
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var/current_skin
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/// List of options to reskin.
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var/list/unique_reskin
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/// Can always be modified
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var/always_reskinnable = FALSE
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/// How to bring up the reskinning menu
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var/reskin_binding = COMSIG_CLICK_ALT
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//
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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@@ -76,6 +84,10 @@
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var/turf/T = loc
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T.add_blueprints_preround(src)
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/obj/ComponentInitialize()
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. = ..()
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if(islist(unique_reskin) && length(unique_reskin))
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AddElement(/datum/element/object_reskinning)
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/obj/Destroy(force=FALSE)
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if(!ismachinery(src))
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@@ -340,50 +352,10 @@
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && (!current_skin || always_reskinnable))
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
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reskin_obj(user)
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return TRUE
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sortList(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/// Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully
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/obj/proc/reskin_obj(mob/user)
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return
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/obj/update_overlays()
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. = ..()
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