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RoxyandGitHub c6b96b0675 Split sprite_accessories.dm into separate files (#96389)
## About The Pull Request

This file was nearly 3000 lines long and contained every single
`sprite_accessory` subtype, breaks it into separate files based on
subtype instead

## Why It's Good For The Game

Giant unorganized files aren't fun to look through

## Changelog

N/A
2026-06-09 05:59:17 +02:00

67 lines
2.6 KiB
Plaintext

/*
* 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"