I'm about to go fucking APE

None of this is actually viable, Footprints aren't taking proper color, aren't updating their color. It's just default red. screm
This commit is contained in:
Poojawa
2019-08-16 04:58:16 -05:00
parent 264cbf8108
commit d71f37167f
8 changed files with 84 additions and 25 deletions
+5 -2
View File
@@ -9,6 +9,7 @@
/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
var/obj/item/I = parent
I.cut_overlays()
if(!_icon)
_icon = 'icons/effects/blood.dmi'
if(!_icon_state)
@@ -22,10 +23,12 @@
var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
// pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
I.blood_overlay = image(blood_splatter_icon)
I.blood_splatter_icon = blood_splatter_icon
I.blood_overlay = image(I.blood_splatter_icon)
I.blood_overlay.color = I.blood_DNA_to_color()
I.update_icon()
I.add_overlay(I.blood_overlay)
return TRUE