Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code) (#59636)

I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
This commit is contained in:
Y0SH1M4S73R
2021-06-20 16:20:09 -03:00
committed by GitHub
parent c5fd6c7d19
commit 63e33bd709
37 changed files with 451 additions and 122 deletions
@@ -93,11 +93,13 @@ GLOBAL_DATUM(current_anonymous_theme, /datum/anonymous_theme)
if(issilicon(player))
player.fully_replace_character_name(player.real_name, theme.anonymous_ai_name(isAI(player)))
else
var/mob/living/carbon/human/human_mob = player
var/original_name = player.real_name //id will not be changed if you do not do this
randomize_human(player) //do this first so the special name can be given
player.fully_replace_character_name(original_name, theme.anonymous_name(player))
if(extras_enabled)
player_extras(player)
human_mob.dna.update_dna_identity()
/**
* restore_all_players: sets all crewmembers on station back to their preference name.
+1 -1
View File
@@ -140,7 +140,7 @@
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
if(H.ckey)
dat += "<tr><td>[H]</td><td>[md5(H.dna.uni_identity)]</td></tr>"
dat += "<tr><td>[H]</td><td>[md5(H.dna.unique_identity)]</td></tr>"
dat += "</table>"
holder << browse(dat, "window=fingerprints;size=440x410")
if("ctfbutton")