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Tail Overhaul 2 (#15577)
* Tail Styles * sql migration * finishing touches * cl * accidentally left this in * credit spriter * animated cloth * cl fix * update migration * updated SQL & changelog, merge conflicts resolved * adds checks for species type in standard.dm * the above but better * Applies Suggestions --------- Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
This commit is contained in:
co-authored by
Geeves
Werner
SleepyGemmy
parent
87beb2d6eb
commit
ac20badaa0
@@ -16,6 +16,7 @@
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if(current_species.appearance_flags & HAS_SKIN_COLOR)
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randomize_skin_color(current_species)
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tail_style = length(current_species.selectable_tails) ? pick(current_species.selectable_tails) : null
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h_style = random_hair_style(gender, species)
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f_style = random_facial_hair_style(gender, species)
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randomize_hair_color("hair")
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@@ -1,4 +1,7 @@
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/mob/living/carbon/human
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// Tail Style
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var/tail_style = null
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//Hair colour and style
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var/r_hair = 0
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var/g_hair = 0
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@@ -408,3 +408,21 @@
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/mob/living/carbon/human/get_stutter_verbs()
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return species.stutter_verbs
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/mob/living/carbon/human/proc/set_tail_style(var/new_style)
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tail_style = new_style
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if(tail_style)
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verbs |= /mob/living/carbon/human/proc/open_tail_storage
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else
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verbs -= /mob/living/carbon/human/proc/open_tail_storage
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/mob/living/carbon/human/proc/get_tail_accessory()
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var/obj/item/organ/external/groin/G = organs_by_name[BP_GROIN]
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if(!G)
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return
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if(!G.tail_storage)
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return
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if(length(G.tail_storage.contents))
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return G.tail_storage.contents[1]
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return null
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@@ -116,7 +116,7 @@
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/mob/living/carbon/human/set_dir(var/new_dir, ignore_facing_dir = FALSE)
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. = ..()
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if(. && species.tail)
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if(. && tail_style)
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update_tail_showing(1)
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/mob/living/carbon/human/Move()
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@@ -835,7 +835,7 @@ mob/living/carbon/human/proc/change_monitor()
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earpain(3, TRUE, 1)
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else if (T in range(src, 2))
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earpain(2, TRUE, 2)
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for (var/mob/living/carbon/human/T in hearers(2, src) - src)
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if(T.get_hearing_protection() >= EAR_PROTECTION_MAJOR)
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continue
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@@ -1320,3 +1320,18 @@ mob/living/carbon/human/proc/change_monitor()
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if (is_listening())
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visible_message("<b>[src]</b> stops listening intently.")
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intent_listener -= src
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/mob/living/carbon/human/proc/open_tail_storage()
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set name = "Tail Accessories"
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set desc = "Opens the tail accessory slot."
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set category = "Abilities"
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var/obj/item/organ/external/groin/G = organs_by_name[BP_GROIN]
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if(!G)
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to_chat(usr, SPAN_WARNING("You have no tail!"))
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return
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if(!G.tail_storage)
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to_chat(usr, SPAN_WARNING("Your tail storage is missing!"))
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return
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G.tail_storage.open(usr)
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@@ -50,6 +50,7 @@
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var/tail // Name of tail state in species effects icon file.
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var/tail_animation // If set, the icon to obtain tail animation states from.
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var/tail_hair
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var/list/selectable_tails
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var/race_key = 0 // Used for mob icon cache string.
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var/icon/icon_template // Used for mob icon generation for non-32x32 species.
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var/mob_size = MOB_MEDIUM
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@@ -12,7 +12,9 @@
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brute_mod = 0.9
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oxy_mod = 0.9
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hydration_loss_factor = 1.1
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tail = "axiori_tail"
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tail = "Tail"
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tail_animation = 'icons/mob/species/skrell/tail.dmi'
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selectable_tails = list("Tail")
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eyes = "skrell_axiori_eyes_s"
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sprint_speed_factor = 0.7 // Species default 0.8
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@@ -8,8 +8,9 @@
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deform = 'icons/mob/human_races/tajara/r_def_tajaran.dmi'
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preview_icon = 'icons/mob/human_races/tajara/tajaran_preview.dmi'
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bandages_icon = 'icons/mob/bandage.dmi'
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tail = "tajtail"
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tail = "Tail"
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tail_animation = 'icons/mob/species/tajaran/tail.dmi'
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selectable_tails = list("Tail", "Hakh'jar Tail")
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unarmed_types = list(
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/datum/unarmed_attack/stomp,
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/datum/unarmed_attack/kick,
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@@ -8,8 +8,9 @@
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deform = 'icons/mob/human_races/unathi/r_def_unathi.dmi'
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preview_icon = 'icons/mob/human_races/unathi/unathi_preview.dmi'
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bandages_icon = 'icons/mob/bandage.dmi'
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tail = "unathtail"
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tail = "Tail"
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tail_animation = 'icons/mob/species/unathi/tail.dmi'
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selectable_tails = list("Tail")
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unarmed_types = list(
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/datum/unarmed_attack/stomp,
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/datum/unarmed_attack/kick,
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@@ -86,45 +86,48 @@ There are several things that need to be remembered:
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// Human Overlays Indexes //
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// Layer 1 intentionally left empty.
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#define FIRE_LAYER_LOWER 2
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#define MUTATIONS_LAYER 3
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#define DAMAGE_LAYER 4
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#define SURGERY_LAYER 5
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#define UNDERWEAR_LAYER 6
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#define TAIL_SOUTH_LAYER 7
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#define SHOES_LAYER_ALT 8
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#define UNIFORM_LAYER 9
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#define ID_LAYER 10
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#define SHOES_LAYER 11
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#define GLOVES_LAYER 12
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#define BELT_LAYER 13
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#define WRISTS_LAYER_ALT 14
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#define SUIT_LAYER 15
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#define ID_LAYER_ALT 16
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#define TAIL_NORTH_LAYER 17
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#define HAIR_LAYER_ALT 18
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#define GLASSES_LAYER 19
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#define BELT_LAYER_ALT 20
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#define SUIT_STORE_LAYER 21
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#define BACK_LAYER 22
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#define HAIR_LAYER 23
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#define GLASSES_LAYER_ALT 24
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#define L_EAR_LAYER 25
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#define R_EAR_LAYER 26
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#define FACEMASK_LAYER 27
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#define HEAD_LAYER 28
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#define COLLAR_LAYER 29
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#define HANDCUFF_LAYER 30
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#define LEGCUFF_LAYER 31
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#define L_HAND_LAYER 32
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#define R_HAND_LAYER 33
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#define WRISTS_LAYER 34
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#define FIRE_LAYER_UPPER 35
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#define TOTAL_LAYERS 35
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#define FIRE_LAYER_LOWER 2
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#define MUTATIONS_LAYER 3
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#define DAMAGE_LAYER 4
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#define SURGERY_LAYER 5
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#define UNDERWEAR_LAYER 6
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#define TAIL_SOUTH_LAYER 7
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#define TAIL_SOUTH_ACC_LAYER 8
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#define SHOES_LAYER_ALT 9
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#define UNIFORM_LAYER 10
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#define ID_LAYER 11
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#define SHOES_LAYER 12
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#define GLOVES_LAYER 13
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#define BELT_LAYER 14
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#define WRISTS_LAYER_ALT 15
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#define SUIT_LAYER 16
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#define ID_LAYER_ALT 17
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#define TAIL_NORTH_LAYER 18
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#define TAIL_NORTH_ACC_LAYER 19
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#define HAIR_LAYER_ALT 20
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#define GLASSES_LAYER 21
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#define BELT_LAYER_ALT 22
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#define SUIT_STORE_LAYER 23
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#define BACK_LAYER 24
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#define HAIR_LAYER 25
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#define GLASSES_LAYER_ALT 26
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#define L_EAR_LAYER 27
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#define R_EAR_LAYER 28
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#define FACEMASK_LAYER 29
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#define HEAD_LAYER 30
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#define COLLAR_LAYER 31
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#define HANDCUFF_LAYER 32
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#define LEGCUFF_LAYER 33
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#define L_HAND_LAYER 34
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#define R_HAND_LAYER 35
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#define WRISTS_LAYER 36
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#define FIRE_LAYER_UPPER 37
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#define TOTAL_LAYERS 37
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////////////////////////////
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#define GET_BODY_TYPE (cached_bodytype || (cached_bodytype = species.get_bodytype()))
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#define GET_TAIL_LAYER (dir == NORTH ? TAIL_NORTH_LAYER : TAIL_SOUTH_LAYER)
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#define GET_TAIL_ACC_LAYER (dir == NORTH ? TAIL_NORTH_ACC_LAYER : TAIL_SOUTH_ACC_LAYER)
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/proc/overlay_image(icon,icon_state,color,flags)
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var/image/ret = image(icon,icon_state)
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@@ -1287,8 +1290,9 @@ There are several things that need to be remembered:
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if(species.tail && NOT_FLAG(mutations, HUSK) && NOT_FLAG(mutations, SKELETON) && !(wear_suit && wear_suit.flags_inv & HIDETAIL))
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var/icon/tail_s = get_tail_icon()
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overlays_raw[tail_layer] = image(tail_s, icon_state = "[species.tail]_s")
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animate_tail_reset(0)
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overlays_raw[tail_layer] = image(tail_s, icon_state = "[tail_style]_s")
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animate_tail_reset()
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update_tail_accessory(FALSE)
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if(update_icons)
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update_icon()
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@@ -1305,7 +1309,7 @@ There are several things that need to be remembered:
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tail_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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// The following will not work with animated tails.
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if(species.tail_hair)
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var/icon/hair_icon = icon('icons/effects/species.dmi', "[species.tail]_[species.tail_hair]")
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var/icon/hair_icon = icon('icons/effects/species.dmi', "[tail_style]_[species.tail_hair]")
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hair_icon.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
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tail_icon.Blend(hair_icon, ICON_OVERLAY)
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SSicon_cache.tail_icon_cache[icon_key] = tail_icon
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@@ -1313,16 +1317,20 @@ There are several things that need to be remembered:
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return tail_icon
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/mob/living/carbon/human/proc/set_tail_state(var/mob_state)
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if (!species.tail)
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if(!tail_style)
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return
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var/tail_layer = GET_TAIL_LAYER
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var/image/tail_overlay = overlays_raw[tail_layer]
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var/obj/item/clothing/tail_accessory/TA = get_tail_accessory()
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if(TA && !(tail_style in TA.compatible_animated_tail))
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mob_state = "[tail_style]_static"
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if(tail_overlay && species.tail_animation)
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if (tail_overlay.icon_state != mob_state)
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if(tail_overlay.icon_state != mob_state)
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tail_overlay.icon_state = mob_state
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update_tail_accessory()
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update_icon()
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return tail_overlay
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return null
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@@ -1330,7 +1338,7 @@ There are several things that need to be remembered:
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//Not really once, since BYOND can't do that.
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//Update this if the ability to flick() images or make looping animation start at the first frame is ever added.
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/mob/living/carbon/human/proc/animate_tail_once()
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var/mob_state = "[species.tail]_once"
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var/mob_state = "[tail_style]_once"
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var/tail_layer = GET_TAIL_LAYER
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@@ -1345,23 +1353,42 @@ There are several things that need to be remembered:
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/mob/living/carbon/human/proc/end_animate_tail_once(image/tail_overlay)
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//check that the animation hasn't changed in the meantime
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var/tail_layer = GET_TAIL_LAYER
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if(overlays_raw[tail_layer] == tail_overlay && tail_overlay.icon_state == "[species.tail]_once")
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if(overlays_raw[tail_layer] == tail_overlay && tail_overlay.icon_state == "[tail_style]_once")
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animate_tail_stop()
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update_tail_accessory()
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/mob/living/carbon/human/proc/animate_tail_start()
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set_tail_state("[species.tail]_slow[rand(0,9)]")
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set_tail_state("[tail_style]_slow")
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/mob/living/carbon/human/proc/animate_tail_fast()
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set_tail_state("[species.tail]_loop[rand(0,9)]")
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set_tail_state("[tail_style]_loop")
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/mob/living/carbon/human/proc/animate_tail_reset()
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if(stat != DEAD && !lying)
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set_tail_state("[species.tail]_idle[rand(0,9)]")
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set_tail_state("[tail_style]_idle")
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else
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set_tail_state("[species.tail]_static")
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set_tail_state("[tail_style]_static")
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/mob/living/carbon/human/proc/animate_tail_stop(var/update_icons=1)
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set_tail_state("[species.tail]_static")
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set_tail_state("[tail_style]_static")
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/mob/living/carbon/human/proc/update_tail_accessory(var/update_icons=1)
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overlays_raw[TAIL_NORTH_ACC_LAYER] = null
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overlays_raw[TAIL_SOUTH_ACC_LAYER] = null
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var/obj/item/clothing/tail_accessory/TA = get_tail_accessory()
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if(!TA)
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return
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var/image/tail_overlay = overlays_raw[GET_TAIL_LAYER]
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if(!tail_overlay)
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return
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overlays_raw[GET_TAIL_ACC_LAYER] = TA.get_mob_overlay(src, TA.icon, "[tail_overlay.icon_state]_to", slot_tail_str)
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if(update_icons)
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update_icon()
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//Adds a collar overlay above the helmet layer if the suit has one
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// Suit needs an identically named sprite in icons/mob/collar.dmi
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