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Breaking up some of lefthand.dmi and righthand.dmi. #3316
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Did you make sure to test that syringe filling overlays still work? Without IDB, it's hard to check that without checking out the branch and running it, which is kind of a pain.
@@ -17,8 +17,10 @@ | |||
. = ..() | |||
underlays.Cut() | |||
if(syringe) | |||
underlays += image(syringe.icon, src, syringe.icon_state) | |||
underlays += syringe.filling | |||
var/mutable_appearance/MA = syringe.appearance |
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Are pixel_x and pixel_y cleared? Would they even apply anyway?
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Fixed.
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if(randpixel)
pixel_z = randpixel //an idea borrowed from some of the older pixel_y randomizations. Intended to make items appear to drop at a character
Looks like pixel_z should also be cleared. :(
EDIT: Maybe pixel_w too, at this point.
icon_state = "hypo" | ||
icon = 'icons/obj/hypospray.dmi' | ||
icon_state = ICON_STATE_WORLD | ||
abstract_type = /obj/item/chems/hypospray |
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Isn't it convention for abstract_type
to come first, i.e. before name =
? That makes it clearer that it's abstract.
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I wasn't aware we had a convention for that
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Per Discord, leaving it where it is, but I readded a comment.
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@@ -17,8 +17,10 @@ | |||
. = ..() | |||
underlays.Cut() | |||
if(syringe) | |||
underlays += image(syringe.icon, src, syringe.icon_state) | |||
underlays += syringe.filling | |||
var/mutable_appearance/MA = syringe.appearance |
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Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
if(randpixel)
pixel_z = randpixel //an idea borrowed from some of the older pixel_y randomizations. Intended to make items appear to drop at a character
Looks like pixel_z should also be cleared. :(
EDIT: Maybe pixel_w too, at this point.
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Description of changes
Deletes several unused states from lefthand/righthand.dmi.
Reworks various items to use the single icon system instead.
Why and what will this PR improve
Someday I want to destroy righthand.dmi and lefthand.dmi and this is needed for that.
Authorship
Myself.
Changelog
Nothing player-facing.