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GS13NG/code/modules/mob/living/carbon/update_icons.dm
T
ktccdandkevinz000 987c0c35da Makes Taurs not render human legs (#2448)
Since taurs use their own sprite legs instead, we'll rely on those.
This'll fix some fringe cases with nagas and the problem with driders
completely covering their front drider legs.
This will introduce some weirdness with cutting off limbs, since taur
sprites have NO support for this, but I would need to completely
refactor how we handle taurs to split up their sprites like that... And
I'm not THAT good.
2017-08-21 17:03:29 -07:00

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//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
/mob/living/carbon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/final_pixel_y = pixel_y
var/final_dir = dir
var/changed = 0
if(lying != lying_prev && rotate_on_lying)
changed++
ntransform.TurnTo(lying_prev,lying)
if(lying == 0) //Lying to standing
final_pixel_y = get_standard_pixel_y_offset()
else //if(lying != 0)
if(lying_prev == 0) //Standing to lying
pixel_y = get_standard_pixel_y_offset()
final_pixel_y = get_standard_pixel_y_offset(lying)
if(dir & (EAST|WEST)) //Facing east or west
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
if(resize != RESIZE_DEFAULT_SIZE)
changed++
ntransform.Scale(resize)
resize = RESIZE_DEFAULT_SIZE
if(changed)
animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
/mob/living/carbon
var/list/overlays_standing[TOTAL_LAYERS]
/mob/living/carbon/proc/apply_overlay(cache_index)
if((. = overlays_standing[cache_index]))
add_overlay(.)
/mob/living/carbon/proc/remove_overlay(cache_index)
var/I = overlays_standing[cache_index]
if(I)
cut_overlay(I)
overlays_standing[cache_index] = null
/mob/living/carbon/regenerate_icons()
if(notransform)
return 1
update_inv_hands()
update_inv_handcuffed()
update_inv_legcuffed()
update_fire()
/mob/living/carbon/update_inv_hands()
remove_overlay(HANDS_LAYER)
if (handcuffed)
drop_all_held_items()
return
var/list/hands = list()
for(var/obj/item/I in held_items)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
I.screen_loc = ui_hand_position(get_held_index_of_item(I))
client.screen += I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
remove_overlay(FIRE_LAYER)
if(on_fire)
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/update_damage_overlays()
remove_overlay(DAMAGE_LAYER)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER)
overlays_standing[DAMAGE_LAYER] = damage_overlay
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.dmg_overlay_type)
if(BP.brutestate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays
if(BP.burnstate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
apply_overlay(DAMAGE_LAYER)
/mob/living/carbon/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart("head")) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[slot_wear_mask])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_mask]
inv.update_icon()
if(wear_mask)
if(!(head && (head.flags_inv & HIDEMASK)))
overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi')
update_hud_wear_mask(wear_mask)
apply_overlay(FACEMASK_LAYER)
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[slot_neck])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_neck]
inv.update_icon()
if(wear_neck)
if(!(head && (head.flags_inv & HIDENECK)))
overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi')
update_hud_neck(wear_neck)
apply_overlay(NECK_LAYER)
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(client && hud_used && hud_used.inv_slots[slot_back])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_back]
inv.update_icon()
if(back)
overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
update_hud_back(back)
apply_overlay(BACK_LAYER)
/mob/living/carbon/update_inv_head()
remove_overlay(HEAD_LAYER)
if(!get_bodypart("head")) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[slot_back])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_head]
inv.update_icon()
if(head)
overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
update_hud_head(head)
apply_overlay(HEAD_LAYER)
/mob/living/carbon/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
overlays_standing[HANDCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "handcuff1", -HANDCUFF_LAYER)
apply_overlay(HANDCUFF_LAYER)
//mob HUD updates for items in our inventory
//update whether handcuffs appears on our hud.
/mob/living/carbon/proc/update_hud_handcuffed()
if(hud_used)
for(var/hand in hud_used.hand_slots)
var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand]
if(H)
H.update_icon()
//update whether our head item appears on our hud.
/mob/living/carbon/proc/update_hud_head(obj/item/I)
return
//update whether our mask item appears on our hud.
/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
return
//update whether our neck item appears on our hud.
/mob/living/carbon/proc/update_hud_neck(obj/item/I)
return
//update whether our back item appears on our hud.
/mob/living/carbon/proc/update_hud_back(obj/item/I)
return
//Overlays for the worn overlay so you can overlay while you overlay
//eg: ammo counters, primed grenade flashing, etc.
//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file
/obj/item/proc/worn_overlays(isinhands = FALSE, icon_file)
. = list()
/mob/living/carbon/update_body()
update_body_parts()
/mob/living/carbon/proc/update_body_parts()
//CHECK FOR UPDATE
var/oldkey = icon_render_key
icon_render_key = generate_icon_render_key()
if(oldkey == icon_render_key)
return
remove_overlay(BODYPARTS_LAYER)
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.update_limb()
//LOAD ICONS
if(limb_icon_cache[icon_render_key])
load_limb_from_cache()
return
//Taur code goes here, since humans just inherit this proc
var/is_taur = FALSE
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
is_taur = TRUE
//GENERATE NEW LIMBS
var/list/new_limbs = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
if(is_taur)
continue
new_limbs += BP.get_limb_icon()
if(new_limbs.len)
overlays_standing[BODYPARTS_LAYER] = new_limbs
limb_icon_cache[icon_render_key] = new_limbs
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()
/////////////////////
// Limb Icon Cache //
/////////////////////
/*
Called from update_body_parts() these procs handle the limb icon cache.
the limb icon cache adds an icon_render_key to a human mob, it represents:
- skin_tone (if applicable)
- gender
- limbs (stores as the limb name and whether it is removed/fine, organic/robotic)
These procs only store limbs as to increase the number of matching icon_render_keys
This cache exists because drawing 6/7 icons for humans constantly is quite a waste
See RemieRichards on irc.rizon.net #coderbus
*/
//produces a key based on the mob's limbs
/mob/living/carbon/proc/generate_icon_render_key()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
. += "-[BP.body_zone]"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.animal_origin)
. += "-[BP.animal_origin]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
else
. += "-robotic"
if(disabilities & HUSK)
. += "-husk"
//change the mob's icon to the one matching its key
/mob/living/carbon/proc/load_limb_from_cache()
if(limb_icon_cache[icon_render_key])
remove_overlay(BODYPARTS_LAYER)
overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key]
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()