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:
Timothy Teakettle
2022-02-24 05:01:13 +00:00
committed by GitHub
parent 8bfbe427d3
commit f6b9858f4f
11 changed files with 124 additions and 6 deletions
@@ -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"