fixes oddities
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+2
-4
@@ -414,10 +414,8 @@
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blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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blood_overlay = image(blood_splatter_icon)
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blood_overlay.color = blood_DNA_to_color()
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add_overlay(blood_overlay)
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blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
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add_overlay(blood_splatter_icon)
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/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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@@ -111,10 +111,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
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var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
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//Blood overlay things
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var/blood_color
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var/image/blood_overlay //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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/obj/item/Initialize()
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materials = typelist("materials", materials)
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@@ -545,7 +541,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(.)
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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cut_overlay(blood_overlay)
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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