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Fixes teshari clothing fallback fallback rendering (#13823)
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+4
-4
@@ -108,7 +108,7 @@
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if(item.greyscale_colors)
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// Just use the colors already given to us, but re-align to expected colors.
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var/list/colors = SSgreyscale.ParseColorString(item.greyscale_colors)
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var/default_color = (length(colors) >= 1) ? colors[1] : "#00000000"
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var/default_color = (length(colors) >= 1) ? colors[1] : COLOR_DARK
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var/list/final_list = list()
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for(var/i in 1 to expected_num_colors)
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final_list += (i < length(colors)) ? colors[i] : default_color
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@@ -120,10 +120,10 @@
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for(var/i in 1 to expected_num_colors)
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if(length(item.species_clothing_color_coords) < i)
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color_list += "#00000000"
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color_list += COLOR_DARK
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continue
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var/color = item.species_clothing_color_coords[i]
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color_list += final_human_icon.GetPixel(color[1], color[2]) || "#00000000"
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var/coord = item.species_clothing_color_coords[i]
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color_list += final_human_icon.GetPixel(coord[1], coord[2]) || COLOR_DARK
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fallback_greyscale_colors = color_list.Join("")
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@@ -1,8 +1,8 @@
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// These COLORPIXEL defines indicate the pixel position on the base sprite of a clothing piece from which the color will be taken.
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#define GLASSES_COLORPIXEL_X_1 14
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#define GLASSES_COLORPIXEL_Y_1 26
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#define GLASSES_COLORPIXEL_X_2 17
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#define GLASSES_COLORPIXEL_Y_2 26
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#define GLASSES_COLORPIXEL_X_1 10
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#define GLASSES_COLORPIXEL_Y_1 16
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#define GLASSES_COLORPIXEL_X_2 18
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#define GLASSES_COLORPIXEL_Y_2 16
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#define GLOVES_COLORPIXEL_X_1 10
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#define GLOVES_COLORPIXEL_Y_1 13
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