Removing bar_suit icon in uniforms.dmi because it's identical to "barman"
Replaced instances of "ba_suit" and "bar_suit" with "barman" (so that the bartender uniform icon names follow the same pattern as other job uniforms ("chef", "captain", "hos", ...)
Players can join a queue that will notify them with a message and sound when a slot becomes available. First come first serve.
Players have approximately 20 seconds to join after the notification. Failure to join in that window removes them from the queue, to remove AFKers.
I haven't tested the code yet but it's basically done.
-Putting a human on purrbation gives them cat ears and a cat tail, and sends them the message 'You suddenly feel valid.'
-Removing a human from purrbation reverses the effects, and sends them the message 'You suddenly don't feel valid anymore.'
-Renamed "Long and Smooth" tail to "Cat" tail. I wasn't kitten anyone with the old name.
-Updated changelog.
Forgot to include these two in the last commit:
-Cat ears and tail now use your hair colour instead of your mutant colour.
-Added changelog.
-You can now set which colour an accessory should use: HAIR, FACEHAIR, EYECOLOR, MUTCOLORS or its own (0). Right now only mutantparts use this.
-Consequently, humans lost their ability to change mutant colours, although the special flag MUTCOLORS_PARTSONLY still exists.
-The proc is defined as proc/qualifies_for_rank(var/rank, var/list/features), and by default defined to always return 1. You must override it locally in your species definition to set special job properties.
-Lizards will fail the check for jobs in command_positions and pass it for any other job. Just like before.
-Humans will always pass the check if they don't have ears or tails. If they do have ears or tails, they will fail the check if the job is in command_positions, engineering_positions, science_positions, medical_positions, security_positions or equal to "Quartermaster", effectively limiting their job selection to civlian, lower supply and silicon jobs.
-Added one ear and one tail accessory to these categories, obtained from the kitty ears. The ears are obviously cat ears, but the tail can pass for a monkey tail without ears.
-Humans can now also edit alien/mutant colours. They have access to the full range of colours, but if the player switches back to lizard and the colour is too dark, it'll be reset to the default.
-Renamed the original tail to tail_lizard. All references are properly updated and nothing has to be changed.
-Could not solve an annoying bug with the setup window, where a lizard tail is rendered whenever a human tail is set. This problem only exists in the setup window and does not affect the sprite in-game.
Random lizard bodies will finally have color!
Pushes features almost all the way to the DNA side of thing, the mob side is only needed during character creation.
Note that changes to the save file will invoke a one time per character runtime for legacy characters as the save file purges mutant_color, this is as far as I can tell harmless, has no effect on the player, and is self correcting.
Each portion individually selectable upon character creation, the number of lizard combinations is bordering on absurdist with six customizable fields.
36,864 unique combinations!
(309,237,645,312 If you count color variations)
Never feel like you can't be unique again! Have fun looking fabulous as the crew beats your special little skull in!
Instances where the game would give special treatment to MODE players will instead check to see if a player's assigned_role (job) matches their special_role (antag status). All antags that start off station (as well as ninjas for some weird reason) were affected.
Fixes#8743
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.
Any (non-silicon) job can now be set to be an unlimited slot job from Manage Job Slots
People will be allowed to join as assistant if no other jobs are availible
Removes a redundant sanity check from AssignRole()