compiles but I don't feel like spriting atm
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@@ -8,6 +8,8 @@
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var/blockTracking = 0 //For AI tracking
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var/can_toggle = null
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dynamic_hair_suffix = "+generic"
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var/muzzle_var = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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/obj/item/clothing/head/Initialize()
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. = ..()
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@@ -15,6 +17,18 @@
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var/mob/living/carbon/human/H = loc
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H.update_hair()
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/obj/item/clothing/head/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(("mam_snout" in H.dna.species.mutant_bodyparts) && (H.dna.features["mam_snout"] != "None"))
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muzzle_var = ALT_STYLE
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else if(muzzle_var == ALT_STYLE)
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muzzle_var = NORMAL_STYLE
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H.update_inv_head()
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/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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@@ -7,6 +7,8 @@
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equip_delay_other = 40
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var/mask_adjusted = 0
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var/adjusted_flags = null
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var/muzzle_var = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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/obj/item/clothing/mask/worn_overlays(isinhands = FALSE)
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@@ -18,6 +20,18 @@
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/head/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(("mam_snout" in H.dna.species.mutant_bodyparts) && (H.dna.features["mam_snout"] != "None"))
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muzzle_var = ALT_STYLE
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else if(muzzle_var == ALT_STYLE)
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muzzle_var = NORMAL_STYLE
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H.update_inv_wear_mask()
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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@@ -324,13 +324,22 @@ There are several things that need to be remembered:
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/mob/living/carbon/human/update_inv_head()
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..()
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update_mutant_bodyparts()
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var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
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if(head_overlay)
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if(head)
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remove_overlay(HEAD_LAYER)
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var/obj/item/clothing/head/H = head
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if(H.mutantrace_variation)
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if(H.muzzle_var == ALT_STYLE)
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H.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
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else
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H.alternate_worn_icon = null
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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'))
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var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
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if(OFFSET_HEAD in dna.species.offset_features)
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head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
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head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
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overlays_standing[HEAD_LAYER] = head_overlay
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overlays_standing[HEAD_LAYER] = head_overlay
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apply_overlay(HEAD_LAYER)
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/mob/living/carbon/human/update_inv_belt()
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@@ -429,13 +438,22 @@ There are several things that need to be remembered:
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/mob/living/carbon/human/update_inv_wear_mask()
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..()
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var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
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if(mask_overlay)
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if(wear_mask)
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var/obj/item/clothing/mask/M = wear_mask
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remove_overlay(FACEMASK_LAYER)
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if(M.mutantrace_variation)
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if(M.muzzle_var == ALT_STYLE)
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M.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
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else
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M.alternate_worn_icon = null
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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'))
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var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
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if(OFFSET_FACEMASK in dna.species.offset_features)
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mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
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mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
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overlays_standing[FACEMASK_LAYER] = mask_overlay
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overlays_standing[FACEMASK_LAYER] = mask_overlay
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apply_overlay(FACEMASK_LAYER)
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update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
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