diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index f22870a8cf8..270457451cb 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -176,44 +176,63 @@ datum/preferences dat += "Species: Human
" dat += "Blood Type: [blood_type]
" - dat += "Skin Tone:
[skin_tone]
" dat += "Underwear:
[underwear]
" dat += "Undershirt:
[undershirt]
" dat += "Socks:
[socks]
" dat += "Backpack:
[backbaglist[backbag]]
" + if(pref_species.use_skintones) - dat += "" + dat += "" - dat += "

Hair Style

" + dat += "

Skin Tone

" - dat += "[hair_style]
" - dat += "< >
" - dat += "    Change
" + dat += "[skin_tone]
" + + dat += "" + + if(HAIR in pref_species.specflags) + + dat += "" + + dat += "

Hair Style

" + + dat += "[hair_style]
" + dat += "< >
" + dat += "    Change
" - dat += "" + dat += "" - dat += "

Facial Hair Style

" + dat += "

Facial Hair Style

" - dat += "[facial_hair_style]
" - dat += "< >
" - dat += "    Change
" + dat += "[facial_hair_style]
" + dat += "< >
" + dat += "    Change
" + dat += "" - dat += "" + if(EYECOLOR in pref_species.specflags) - dat += "

Eye Color

" + dat += "" - dat += "    Change
" + dat += "

Eye Color

" - dat += "" + dat += "    Change
" - dat += "

Alien Color

" // even if choosing your mutantrace is off, this is here in case you gain one during a round + dat += "" - dat += "    Change
" + if(MUTCOLORS in pref_species.specflags) - dat += "" + dat += "" + + dat += "

Alien Color

" + + dat += "    Change
" + + dat += "" + + dat += "" if (1) // Game Preferences diff --git a/code/modules/mob/new_player/preferences_setup.dm b/code/modules/mob/new_player/preferences_setup.dm index 08029e1a5f5..b18e0b21888 100644 --- a/code/modules/mob/new_player/preferences_setup.dm +++ b/code/modules/mob/new_player/preferences_setup.dm @@ -65,6 +65,20 @@ facial_s.Blend("#[facial_hair_color]", ICON_MULTIPLY) eyes_s.Blend(facial_s, ICON_OVERLAY) + var/list/relevent_layers = list(BODY_BEHIND_LAYER, BODY_ADJ_LAYER, BODY_FRONT_LAYER) + var/icon_state_string = "[pref_species.id]_" + + if(pref_species.sexes) + icon_state_string += "[g]_s" + else + icon_state_string += "_s" + + for(var/layer in relevent_layers) + for(var/bodypart in pref_species.mutant_bodyparts) + var/icon/part = new/icon("icon" = 'icons/mob/mutant_bodyparts.dmi', "icon_state" = "[icon_state_string]_[bodypart]_[layer]") + part.Blend("#[mutant_color]", ICON_MULTIPLY) + preview_icon.Blend(part, ICON_OVERLAY) + var/icon/clothes_s = null if(job_civilian_low & ASSISTANT)//This gives the preview icon clothes depending on which job(if any) is set to 'high' clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")