adds snake coiling (#15514)
* new signals for resting and stop pulling these are to be used as signals that will cancel the coiling * Create coiling.dm * Update coiling.dm * adds sprite accessory for coiled naga * main changes that apply the actual visuals to the coiling mechanics * adds message to coiling, fixes offset, adds action icon * coil offset was using old direction * reordering * fixes coil sprite not disappearing * fixes offsets, solves loadout issue * follows lin's suggestion and adds support for slimes by making it entirely handled in handle mutant
This commit is contained in:
committed by
GitHub
parent
8bfbe427d3
commit
f6b9858f4f
@@ -28,10 +28,9 @@
|
||||
for(var/path in typesof(prototype))
|
||||
if(path == prototype && skip_prototype)
|
||||
continue
|
||||
if(roundstart)
|
||||
var/datum/sprite_accessory/P = path
|
||||
if(initial(P.locked))
|
||||
continue
|
||||
var/datum/sprite_accessory/P = path
|
||||
if((roundstart && initial(P.locked)) || initial(P.ignore))
|
||||
continue
|
||||
var/datum/sprite_accessory/D = new path()
|
||||
|
||||
if(D.icon_state)
|
||||
@@ -64,6 +63,7 @@
|
||||
var/mutant_part_string //Also used in species.handle_mutant_bodyparts() to generate the overlay icon state.
|
||||
var/alpha_mask_state
|
||||
var/matrixed_sections = MATRIX_NONE //if color_src is MATRIXED, how many sections does it have? 1-3
|
||||
var/ignore = FALSE //NEVER include in customization if set to TRUE
|
||||
|
||||
//Special / holdover traits for Citadel specific sprites.
|
||||
var/extra = FALSE
|
||||
|
||||
@@ -126,6 +126,11 @@
|
||||
hide_legs = USE_SNEK_CLIP_MASK
|
||||
matrixed_sections = MATRIX_RED_GREEN
|
||||
|
||||
/datum/sprite_accessory/taur/naga/coiled
|
||||
name = "Naga (coiled)"
|
||||
icon_state = "naga_coiled"
|
||||
ignore = TRUE
|
||||
|
||||
/datum/sprite_accessory/taur/otie
|
||||
name = "Otie"
|
||||
icon_state = "otie"
|
||||
|
||||
Reference in New Issue
Block a user