/* * Hello and welcome to sprite_accessories: For sprite accessories, such as hair, * facial hair, and possibly tattoos and stuff somewhere along the line. This file is * intended to be friendly for people with little to no actual coding experience. * The process of adding in new hairstyles has been made pain-free and easy to do. * Enjoy! - Doohl * * * Notice: This all gets automatically compiled in a list in dna.dm, so you do not * have to define any UI values for sprite accessories manually for hair and facial * hair. Just add in new hair types and the game will naturally adapt. * * !!WARNING!!: changing existing hair information can be VERY hazardous to savefiles, * to the point where you may completely corrupt a server's savefiles. Please refrain * from doing this unless you absolutely know what you are doing, and have defined a * conversion in savefile.dm */ /datum/sprite_accessory /// The icon file the accessory is located in. var/icon /// The icon_state of the accessory. var/icon_state /// The preview name of the accessory. var/name /// Determines if the accessory will be skipped or included in random hair generations. var/gender = NEUTER /// Something that can be worn by either gender, but looks different on each. var/gender_specific = FALSE /// Determines if the accessory will be skipped by color preferences. var/use_static /** * Currently only used by mutantparts so don't worry about hair and stuff. * This is the source that this accessory will get its color from. Default is MUTCOLOR, but can also be HAIR, FACEHAIR, EYECOLOR and 0 if none. */ var/color_src = MUTANT_COLOR /// Is this part locked from roundstart selection? Used for parts that apply effects. var/locked = FALSE /// Should we center the sprite? var/center = FALSE /// The width of the sprite in pixels. Used to center it if necessary. var/dimension_x = 32 /// The height of the sprite in pixels. Used to center it if necessary. var/dimension_y = 32 /// Should this sprite block emissives? var/em_block = FALSE /// Determines if this is considered "sane" for the purpose of [/proc/randomize_human_normie] /// Basically this is to blacklist the extremely wacky stuff from being picked in random human generation. var/natural_spawn = TRUE /datum/sprite_accessory/blank name = SPRITE_ACCESSORY_NONE icon_state = SPRITE_ACCESSORY_NONE //////////.////////////////// // MutantParts Definitions // ///////////////////////////// /datum/sprite_accessory/caps icon = 'icons/mob/human/species/mush_cap.dmi' color_src = HAIR_COLOR em_block = TRUE /datum/sprite_accessory/caps/round name = "Round" icon_state = "round"