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Human icon key & preferences tweaks (#3274)
changes: Reworked how human body icon keys are generated; resulting keys should be much shorter now and involve less duplication of the same string. Players are now shown a message when they try to add markings to a species that has none available. Admin revive for human-types will now also re-apply their organ and marking prefs. Admin revive now also resets shock_stage (fixes rejuv'd mobs being slow for a while)
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@@ -189,3 +189,28 @@
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damage_state = n_is
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return 1
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return 0
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// This is NOT safe for caching the organ's own icon, it's only meant to be used for the mob icon cache.
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/obj/item/organ/external/proc/get_mob_cache_key()
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var/list/keyparts = list()
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if (is_stump())
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keyparts += "stump"
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else if (status & ORGAN_ROBOT)
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keyparts += "robot:[model || "nomodel"]"
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else if (status & ORGAN_DEAD)
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keyparts += "dead"
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else
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keyparts += "norm"
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keyparts += "[species.race_key]"
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keyparts += "[dna.GetUIState(DNA_UI_GENDER)]"
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keyparts += "[dna.GetUIValue(DNA_UI_SKIN_TONE)]"
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if (skin_color)
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keyparts += "[skin_color]"
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if (body_hair && hair_color)
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keyparts += "[hair_color]"
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for (var/marking in markings)
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keyparts += "[marking][markings[marking]["color"]]"
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. = keyparts.Join("_")
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