/obj/item/dyespray name = "hair dye spray" desc = "A spray to dye your hair any gradients you'd like." w_class = WEIGHT_CLASS_TINY icon = 'icons/obj/cosmetic.dmi' icon_state = "dyespray" /obj/item/dyespray/attack_self(mob/user) dye(user, user) /obj/item/dyespray/pre_attack(atom/target, mob/living/user, params) dye(target, user) return ..() /** * Applies a gradient and a gradient color to a mob. * * Arguments: * * target - The mob who we will apply the gradient and gradient color to. */ /obj/item/dyespray/proc/dye(mob/target, mob/user) if(!ishuman(target)) return var/mob/living/carbon/human/human_target = target var/beard_or_hair = tgui_alert(user, "What do you want to dye?", "Character Preference", list("Hair", "Facial Hair")) if(!beard_or_hair || !user.can_perform_action(src, NEED_DEXTERITY)) return var/list/choices = beard_or_hair == "Hair" ? SSaccessories.hair_gradients_list : SSaccessories.facial_hair_gradients_list var/new_grad_style = tgui_input_list(user, "Choose a color pattern", "Character Preference", choices) if(isnull(new_grad_style)) return if(!user.can_perform_action(src, NEED_DEXTERITY)) return var/new_grad_color = input(user, "Choose a secondary hair color:", "Character Preference",human_target.grad_color) as color|null if(!new_grad_color || !user.can_perform_action(src, NEED_DEXTERITY) || !user.CanReach(target)) return to_chat(user, span_notice("You start applying the hair dye...")) if(!do_after(user, 3 SECONDS, target)) return if(beard_or_hair == "Hair") human_target.set_hair_gradient_style(new_grad_style, update = FALSE) human_target.set_hair_gradient_color(new_grad_color, update = TRUE) else human_target.set_facial_hair_gradient_style(new_grad_style, update = FALSE) human_target.set_facial_hair_gradient_color(new_grad_color, update = TRUE) playsound(src, 'sound/effects/spray.ogg', 10, vary = TRUE)