In response to Kaioken
Kaioken wrote:
Hm, well, new /icon() is the same as icon(), and whether he wants to use the icon_state and dir arguments too should be based on the situation.

Meh. Never tried creating an icon that way. That was my guess.
In response to AJX
                else if(usr.vehicleid==2)
// world << "Checking...[usr.bigatom_parts.len])"
for(var/mob/a in usr.bigatom_parts)
// world << "FOUND [a.name]"
if(a.icon)
var/icon/I=icon(a.icon)
I.Flip(WEST)
a.icon=I
a.bigatom_x=numberFlip(a.bigatom_x,(usr.bigatom_width-1)/2)


Returns

runtime error: bad icon operation
proc name: New (/icon/New)
source file: ,0
usr: Mista-mage123 (/mob)
src: /icon (/icon)
call stack:
/icon (/icon): New('', null, null, null, null)
Mista-mage123 (/client): West()
In response to Mista-mage123
OK. I fixed it so the icons actually flip now, but their x values aren't correcting themselves using number flip

                else if(usr.vehicleid==2)
// world << "Checking...[usr.bigatom_parts.len])"
var/icon/I=new(usr.icon)
I.Flip(EAST)
usr.icon=icon(I)
usr.bigatom_Icon()
usr.bigatom_Var("vehicleid",2)
usr.bigatom_Var("bigenemy",1)
for(var/atom/movable/a in usr.bigatom_parts)
world << "FOUND [a.name] (/[a.icon_state])"
a.bigatom_x=numberFlip(a.bigatom_x,(usr.bigatom_width-1)/2) //Supposed to flip the locations of the parts, but this never happens ingame
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