Adds bodypart visuals for different implants, improves eye color/blinking handling (#90010)

## About The Pull Request

Added visual overlays for all arm implants, HUD implants (not the
headrev one), internal thrusters, breathing tube, nutriment pumps and
reviver implant.


![dreamseeker_wd79oYLszL](https://github.com/user-attachments/assets/76582c23-8639-4261-8414-622a0419dc5b)

![dreamseeker_MnlpCHD0nQ](https://github.com/user-attachments/assets/c4692105-0435-401b-aa30-66a33a813fc4)

![dreamseeker_nLJrSPGC63](https://github.com/user-attachments/assets/5b43a1a6-45d6-454e-9348-c119db3cfb43)

Additionally, added a wrapper for eye color setting which solves the
issue where non-pref sourced eyecolors got reset after changing them,
and changed how blinking works so now update_body calls don't force you
to blink.

## Why It's Good For The Game

Gives you incredible drip (which makes augments feel more impactful) and
allows others to see if you have certain important augments (reviver)
that could matter.
As for technical changes, both were required for this to HUDs to work
nicely and fix some bugs as a side effect.

## Changelog
🆑
add: Certain implants now have visuals when implanted
fix: You no longer blink when you adjust your clothing
fix: Fixed an issue where some NPC/midround humans would not get their
eye color set correctly
/🆑
This commit is contained in:
SmArtKar
2025-03-17 19:09:55 +01:00
committed by GitHub
parent 520fcaa953
commit 64cf28cc4f
18 changed files with 242 additions and 63 deletions
+1 -2
View File
@@ -250,8 +250,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror/broken, 28)
var/new_eye_color = input(user, "Choose your eye color", "Eye Color", user.eye_color_left) as color|null
if(isnull(new_eye_color))
return TRUE
user.eye_color_left = sanitize_hexcolor(new_eye_color)
user.eye_color_right = sanitize_hexcolor(new_eye_color)
user.set_eye_color(sanitize_hexcolor(new_eye_color))
user.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
user.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
user.update_body()