Removing priority overlays, update_icon() splitup for guns.
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@@ -118,8 +118,7 @@
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// Set the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up
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/obj/item/clothing/proc/repair(mob/user, params)
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damaged_clothes = CLOTHING_PRISTINE
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update_clothes_damaged_state(FALSE)
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update_clothes_damaged_state(CLOTHING_PRISTINE)
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obj_integrity = max_integrity
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name = initial(name) // remove "tattered" or "shredded" if there's a prefix
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body_parts_covered = initial(body_parts_covered)
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@@ -196,7 +195,7 @@
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if(3 to INFINITY) // take better care of your shit, dude
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name = "tattered [initial(name)]"
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update_clothes_damaged_state()
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update_clothes_damaged_state(CLOTHING_DAMAGED)
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/obj/item/clothing/Destroy()
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user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
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@@ -257,7 +256,7 @@
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how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
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how_cool_are_your_threads += "</span>"
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. += how_cool_are_your_threads.Join()
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if(LAZYLEN(armor_list))
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armor_list.Cut()
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if(armor.bio)
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@@ -346,10 +345,16 @@
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var/mob/M = loc
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to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
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/obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE)
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var/index = "[REF(initial(icon))]-[initial(icon_state)]"
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var/static/list/damaged_clothes_icons = list()
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if(damaging)
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//This mostly exists so subtypes can call appriopriate update icon calls on the wearer.
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/obj/item/clothing/proc/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
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damaged_clothes = damaged_state
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update_icon()
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/obj/item/clothing/update_overlays()
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. = ..()
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if(damaged_clothes)
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var/index = "[REF(initial(icon))]-[initial(icon_state)]"
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var/static/list/damaged_clothes_icons = list()
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var/icon/damaged_clothes_icon = damaged_clothes_icons[index]
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if(!damaged_clothes_icon)
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damaged_clothes_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply damaged effect to the initial icon_state for each object
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@@ -357,9 +362,7 @@
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damaged_clothes_icon.Blend(icon('icons/effects/item_damage.dmi', "itemdamaged"), ICON_MULTIPLY) //adds damage effect and the remaining white areas become transparant
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damaged_clothes_icon = fcopy_rsc(damaged_clothes_icon)
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damaged_clothes_icons[index] = damaged_clothes_icon
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add_overlay(damaged_clothes_icon, TRUE)
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else
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cut_overlay(damaged_clothes_icons[index], TRUE)
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. += damaged_clothes_icon
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/*
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SEE_SELF // can see self, no matter what
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