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Blushing matches blood color (#95074)
## About The Pull Request Blushing's color is generated from blood color, so lizards have green blushing and whatnot. <img width="102" height="90" alt="image" src="https://github.com/user-attachments/assets/b206b29c-f8a8-4dc4-b091-8d7e8f080fc3" /> ## Why It's Good For The Game Blushing is when you get more blood in yo face so it wouldn't make sense to be red(pink) for people without red blood. ## Changelog 🆑 Melbert qol: Blushing matches blood color, so lizards blush greeeen. /🆑
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@@ -63,6 +63,19 @@
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offset_key = OFFSET_FACE
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attached_body_zone = BODY_ZONE_HEAD
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/datum/bodypart_overlay/simple/emote/blush/color_image(image/overlay, layer, obj/item/bodypart/limb)
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var/base_color = limb.owner?.get_bloodtype()?.get_damage_color()
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if(!base_color)
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return ..()
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var/list/blood_hsl = rgb2num(base_color, COLORSPACE_HSL)
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// take blood color then just make it a lot brighter and desaturate it a bit
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blood_hsl[2] = max(0, blood_hsl[2] - 20)
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blood_hsl[3] = min(100, blood_hsl[3] + 30)
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overlay.color = rgb(blood_hsl[1], blood_hsl[2], blood_hsl[3], space = COLORSPACE_HSL)
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overlay.alpha = 200
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/datum/bodypart_overlay/simple/emote/cry
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icon_state = "tears"
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draw_color = COLOR_DARK_CYAN
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@@ -349,6 +349,7 @@
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// Ensures that lighter slimefolk look half-decent when wounded and bleeding
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/datum/blood_type/slime/get_wound_color(mob/living/carbon/victim)
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return victim.dna?.features?[FEATURE_MUTANT_COLOR] || get_color()
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/datum/blood_type/slime/get_damage_color(mob/living/carbon/victim)
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return victim.dna?.features?[FEATURE_MUTANT_COLOR] || get_color()
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@@ -295,7 +295,6 @@
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continue
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if(isnull(damage_overlay) && (iter_part.brutestate || iter_part.burnstate))
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damage_overlay = mutable_appearance('icons/mob/effects/dam_mob.dmi', "blank", -DAMAGE_LAYER, appearance_flags = KEEP_TOGETHER)
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damage_overlay.color = iter_part.damage_overlay_color
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if(iter_part.brutestate)
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var/mutable_appearance/blood_damage_overlay = mutable_appearance('icons/mob/effects/dam_mob.dmi', "[iter_part.dmg_overlay_type]_[iter_part.body_zone]_[iter_part.brutestate]0", appearance_flags = RESET_COLOR) //we're adding icon_states of the base image as overlays
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blood_damage_overlay.color = get_bloodtype()?.get_damage_color(src)
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@@ -116,8 +116,6 @@
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///the type of damage overlay (if any) to use when this bodypart is bruised/burned.
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var/dmg_overlay_type = "human"
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///a color (optionally matrix) for the damage overlays to give the limb
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var/damage_overlay_color
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/// If we're bleeding, which icon are we displaying on this part
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var/bleed_overlay_icon
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