Tweaks and fixes for the apperence window:

Fixes an unreported bug where all the lizardpeople were horrifying on the character preview because it wasn't rendering their tains and noses. Incidentally the proc for character previews is horrifying.

Only relevent appearence settings will appear on the appearence screen for each race.

Moves the skin tones selector to the relevent appearence settings area for humans.
This commit is contained in:
Incoming
2015-02-28 21:37:02 -05:00
parent 4475f541b9
commit 8d831760ee
2 changed files with 51 additions and 18 deletions
@@ -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")