278 lines
8.1 KiB
Plaintext
278 lines
8.1 KiB
Plaintext
/mob/living/carbon
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var/list/overlays_standing[TOTAL_LAYERS]
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/mob/living/carbon/proc/apply_overlay(cache_index)
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if((. = overlays_standing[cache_index]))
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add_overlay(.)
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/mob/living/carbon/proc/remove_overlay(cache_index)
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var/I = overlays_standing[cache_index]
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if(I)
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cut_overlay(I)
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overlays_standing[cache_index] = null
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/mob/living/carbon/regenerate_icons()
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if(notransform)
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return 1
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update_inv_hands()
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update_inv_handcuffed()
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update_inv_legcuffed()
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update_fire()
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/mob/living/carbon/update_inv_hands()
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remove_overlay(HANDS_LAYER)
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if (handcuffed)
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drop_all_held_items()
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return
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var/list/hands = list()
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for(var/obj/item/I in held_items)
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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I.screen_loc = ui_hand_position(get_held_index_of_item(I))
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client.screen += I
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if(observers && observers.len)
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for(var/M in observers)
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var/mob/dead/observe = M
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if(observe.client && observe.client.eye == src)
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observe.client.screen += I
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else
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observers -= observe
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if(!observers.len)
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observers = null
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break
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var/icon_file = I.lefthand_file
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if(get_held_index_of_item(I) % 2 == 0)
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icon_file = I.righthand_file
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hands += I.build_worn_icon(default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
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overlays_standing[HANDS_LAYER] = hands
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apply_overlay(HANDS_LAYER)
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/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
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remove_overlay(FIRE_LAYER)
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if(on_fire)
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var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
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new_fire_overlay.appearance_flags = RESET_COLOR
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overlays_standing[FIRE_LAYER] = new_fire_overlay
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apply_overlay(FIRE_LAYER)
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/mob/living/carbon/update_damage_overlays()
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remove_overlay(DAMAGE_LAYER)
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var/dam_colors = "#E62525"
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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dam_colors = bloodtype_to_color(H.dna.blood_type)
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var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
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overlays_standing[DAMAGE_LAYER] = damage_overlay
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.dmg_overlay_type)
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if(BP.brutestate)
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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
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if(BP.burnstate)
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damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
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apply_overlay(DAMAGE_LAYER)
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/mob/living/carbon/update_inv_wear_mask()
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remove_overlay(FACEMASK_LAYER)
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if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
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return
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if(client && hud_used)
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
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inv?.update_icon()
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if(wear_mask)
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if(!(head && (head.flags_inv & HIDEMASK)))
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overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/clothing/mask.dmi', override_state = wear_mask.icon_state)
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update_hud_wear_mask(wear_mask)
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apply_overlay(FACEMASK_LAYER)
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/mob/living/carbon/update_inv_neck()
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remove_overlay(NECK_LAYER)
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if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
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inv.update_icon()
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if(wear_neck)
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if(!(head && (head.flags_inv & HIDENECK)))
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overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(default_layer = NECK_LAYER, default_icon_file = 'icons/mob/clothing/neck.dmi', override_state = wear_neck.icon_state)
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update_hud_neck(wear_neck)
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apply_overlay(NECK_LAYER)
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/mob/living/carbon/update_inv_back()
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remove_overlay(BACK_LAYER)
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if(client && hud_used)
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
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inv?.update_icon()
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if(back)
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overlays_standing[BACK_LAYER] = back.build_worn_icon(default_layer = BACK_LAYER, default_icon_file = 'icons/mob/clothing/back.dmi', override_state = back.icon_state)
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update_hud_back(back)
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apply_overlay(BACK_LAYER)
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/mob/living/carbon/update_inv_head()
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remove_overlay(HEAD_LAYER)
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if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
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return
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if(client && hud_used)
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
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inv?.update_icon()
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if(head)
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overlays_standing[HEAD_LAYER] = head.build_worn_icon(default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/clothing/head.dmi', override_state = head.icon_state)
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update_hud_head(head)
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apply_overlay(HEAD_LAYER)
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/mob/living/carbon/update_inv_handcuffed()
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remove_overlay(HANDCUFF_LAYER)
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if(handcuffed)
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var/mutable_appearance/cuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
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cuffs.color = handcuffed.color
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overlays_standing[HANDCUFF_LAYER] = cuffs
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apply_overlay(HANDCUFF_LAYER)
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/mob/living/carbon/update_inv_legcuffed()
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remove_overlay(LEGCUFF_LAYER)
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clear_alert("legcuffed")
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if(legcuffed)
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var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
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legcuffs.color = legcuffed.color
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overlays_standing[LEGCUFF_LAYER] = legcuffs
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apply_overlay(LEGCUFF_LAYER)
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throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
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//mob HUD updates for items in our inventory
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//update whether handcuffs appears on our hud.
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/mob/living/carbon/proc/update_hud_handcuffed()
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if(hud_used)
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for(var/hand in hud_used.hand_slots)
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var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand]
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if(H)
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H.update_icon()
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//update whether our head item appears on our hud.
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/mob/living/carbon/proc/update_hud_head(obj/item/I)
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return
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//update whether our mask item appears on our hud.
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/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
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return
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//update whether our neck item appears on our hud.
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/mob/living/carbon/proc/update_hud_neck(obj/item/I)
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return
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//update whether our back item appears on our hud.
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/mob/living/carbon/proc/update_hud_back(obj/item/I)
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return
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/mob/living/carbon/update_body()
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update_body_parts()
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/mob/living/carbon/proc/update_body_parts()
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//CHECK FOR UPDATE
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var/oldkey = icon_render_key
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icon_render_key = generate_icon_render_key()
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if(oldkey == icon_render_key)
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return
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remove_overlay(BODYPARTS_LAYER)
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var/is_taur = FALSE
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if(dna?.species.mutant_bodyparts["taur"])
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var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
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if(T?.hide_legs)
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is_taur = TRUE
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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BP.update_limb()
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//LOAD ICONS
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if(limb_icon_cache[icon_render_key])
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load_limb_from_cache()
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return
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//GENERATE NEW LIMBS
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var/static/list/leg_day = typecacheof(list(/obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg))
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var/list/new_limbs = list()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(is_taur && leg_day[BP.type])
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continue
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new_limbs += BP.get_limb_icon()
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if(new_limbs.len)
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overlays_standing[BODYPARTS_LAYER] = new_limbs
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limb_icon_cache[icon_render_key] = new_limbs
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apply_overlay(BODYPARTS_LAYER)
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update_damage_overlays()
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/////////////////////
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// Limb Icon Cache //
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/////////////////////
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/*
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Called from update_body_parts() these procs handle the limb icon cache.
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the limb icon cache adds an icon_render_key to a human mob, it represents:
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- skin_tone (if applicable)
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- gender
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- limbs (stores as the limb name and whether it is removed/fine, organic/robotic)
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These procs only store limbs as to increase the number of matching icon_render_keys
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This cache exists because drawing 6/7 icons for humans constantly is quite a waste
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See RemieRichards on irc.rizon.net #coderbus
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*/
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//produces a key based on the mob's limbs
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/mob/living/carbon/proc/generate_icon_render_key()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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. += "-[BP.body_zone]"
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if(BP.use_digitigrade)
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. += "-digitigrade[BP.use_digitigrade]"
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if(BP.animal_origin)
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. += "-[BP.animal_origin]"
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if(BP.status == BODYPART_ORGANIC)
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. += "-organic"
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else
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. += "-robotic"
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if(HAS_TRAIT(src, TRAIT_HUSK))
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. += "-husk"
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//change the mob's icon to the one matching its key
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/mob/living/carbon/proc/load_limb_from_cache()
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if(limb_icon_cache[icon_render_key])
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remove_overlay(BODYPARTS_LAYER)
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overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key]
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apply_overlay(BODYPARTS_LAYER)
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update_damage_overlays()
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