compiles but I don't feel like spriting atm

This commit is contained in:
Poojawa
2019-03-18 02:00:00 -05:00
parent f70966f8e2
commit fb1b76cafe
6 changed files with 58 additions and 6 deletions

View File

@@ -8,6 +8,8 @@
var/blockTracking = 0 //For AI tracking
var/can_toggle = null
dynamic_hair_suffix = "+generic"
var/muzzle_var = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/head/Initialize()
. = ..()
@@ -15,6 +17,18 @@
var/mob/living/carbon/human/H = loc
H.update_hair()
/obj/item/clothing/head/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(("mam_snout" in H.dna.species.mutant_bodyparts) && (H.dna.features["mam_snout"] != "None"))
muzzle_var = ALT_STYLE
else if(muzzle_var == ALT_STYLE)
muzzle_var = NORMAL_STYLE
H.update_inv_head()
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)

View File

@@ -7,6 +7,8 @@
equip_delay_other = 40
var/mask_adjusted = 0
var/adjusted_flags = null
var/muzzle_var = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE)
@@ -18,6 +20,18 @@
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/head/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(("mam_snout" in H.dna.species.mutant_bodyparts) && (H.dna.features["mam_snout"] != "None"))
muzzle_var = ALT_STYLE
else if(muzzle_var == ALT_STYLE)
muzzle_var = NORMAL_STYLE
H.update_inv_wear_mask()
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))

View File

@@ -324,13 +324,22 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_head()
..()
update_mutant_bodyparts()
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(head_overlay)
if(head)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
if(H.mutantrace_variation)
if(H.muzzle_var == ALT_STYLE)
H.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
else
H.alternate_worn_icon = null
overlays_standing[HEAD_LAYER] = H.build_worn_icon(state = H.icon_state, default_layer = HEAD_LAYER, default_icon_file = ((head.alternate_worn_icon) ? H.alternate_worn_icon : 'icons/mob/head.dmi'))
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
/mob/living/carbon/human/update_inv_belt()
@@ -429,13 +438,22 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_wear_mask()
..()
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
if(mask_overlay)
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
remove_overlay(FACEMASK_LAYER)
if(M.mutantrace_variation)
if(M.muzzle_var == ALT_STYLE)
M.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
else
M.alternate_worn_icon = null
overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = ((wear_mask.alternate_worn_icon) ? M.alternate_worn_icon : 'icons/mob/mask.dmi'))
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout