bodypart_overlay
Bodypart ovarlay datum. These can be added to any limb to give them a proper overlay, that'll even stay if the limb gets removed This is the abstract parent, don't use it!!
Vars | |
all_layers | List of all possible layers. Used for looping through in drawing |
---|---|
blocks_emissive | Whether the overlay blocks emissive light |
cache_key | Key of the icon states of all the sprite_datums for easy caching |
layers | Sometimes we need multiple layers, for like the back, middle and front of the person (EXTERNAL_FRONT, EXTERNAL_ADJACENT, EXTERNAL_BEHIND) |
Procs | |
added_to_limb | Called on being added to a limb |
bitflag_to_layer | Converts a bitflag to the right layer. I'd love to make this a static index list, but byond made an attempt on my life when i did |
can_draw_on_bodypart | Check whether we can draw the overlays. You generally don't want lizard snouts to draw over an EVA suit |
color_image | Color the image |
generate_icon_cache | Generate a unique identifier to cache with. If you change something about the image, but the icon cache stays the same, it'll simply pull the unchanged image out of the cache |
get_image | Generate the image. Needs to be overridden |
get_overlay | Wrapper for getting the proper image, colored and everything |
modify_bodypart_appearance | Additionally color or texture the limb |
mutant_bodyparts_layertext | This exists so sprite accessories can still be per-layer without having to include that layer's number in their sprite name, which causes issues when those numbers change. |
override_color | Colorizes the limb it's inserted to, if required. |
removed_from_limb | Called on being removed from a limb |
set_appearance | Use this to change the appearance (and yes you must overwrite hahahahahah) (or don't use this, I just don't want people directly changing the image) |
Var Details
all_layers
List of all possible layers. Used for looping through in drawing
blocks_emissive
Whether the overlay blocks emissive light
cache_key
Key of the icon states of all the sprite_datums for easy caching
layers
Sometimes we need multiple layers, for like the back, middle and front of the person (EXTERNAL_FRONT, EXTERNAL_ADJACENT, EXTERNAL_BEHIND)
Proc Details
added_to_limb
Called on being added to a limb
bitflag_to_layer
Converts a bitflag to the right layer. I'd love to make this a static index list, but byond made an attempt on my life when i did
can_draw_on_bodypart
Check whether we can draw the overlays. You generally don't want lizard snouts to draw over an EVA suit
color_image
Color the image
generate_icon_cache
Generate a unique identifier to cache with. If you change something about the image, but the icon cache stays the same, it'll simply pull the unchanged image out of the cache
get_image
Generate the image. Needs to be overridden
get_overlay
Wrapper for getting the proper image, colored and everything
modify_bodypart_appearance
Additionally color or texture the limb
mutant_bodyparts_layertext
This exists so sprite accessories can still be per-layer without having to include that layer's number in their sprite name, which causes issues when those numbers change.
override_color
Colorizes the limb it's inserted to, if required.
removed_from_limb
Called on being removed from a limb
set_appearance
Use this to change the appearance (and yes you must overwrite hahahahahah) (or don't use this, I just don't want people directly changing the image)