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## 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
67 lines
2.6 KiB
Plaintext
67 lines
2.6 KiB
Plaintext
/*
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* Hello and welcome to sprite_accessories: For sprite accessories, such as hair,
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* facial hair, and possibly tattoos and stuff somewhere along the line. This file is
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* intended to be friendly for people with little to no actual coding experience.
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* The process of adding in new hairstyles has been made pain-free and easy to do.
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* Enjoy! - Doohl
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*
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*
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* Notice: This all gets automatically compiled in a list in dna.dm, so you do not
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* have to define any UI values for sprite accessories manually for hair and facial
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* hair. Just add in new hair types and the game will naturally adapt.
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*
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* !!WARNING!!: changing existing hair information can be VERY hazardous to savefiles,
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* to the point where you may completely corrupt a server's savefiles. Please refrain
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* from doing this unless you absolutely know what you are doing, and have defined a
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* conversion in savefile.dm
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*/
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/datum/sprite_accessory
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/// The icon file the accessory is located in.
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var/icon
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/// The icon_state of the accessory.
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var/icon_state
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/// The preview name of the accessory.
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var/name
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/// Determines if the accessory will be skipped or included in random hair generations.
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var/gender = NEUTER
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/// Something that can be worn by either gender, but looks different on each.
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var/gender_specific = FALSE
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/// Determines if the accessory will be skipped by color preferences.
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var/use_static
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/**
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* Currently only used by mutantparts so don't worry about hair and stuff.
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* 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.
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*/
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var/color_src = MUTANT_COLOR
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/// Is this part locked from roundstart selection? Used for parts that apply effects.
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var/locked = FALSE
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/// Should we center the sprite?
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var/center = FALSE
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/// The width of the sprite in pixels. Used to center it if necessary.
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var/dimension_x = 32
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/// The height of the sprite in pixels. Used to center it if necessary.
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var/dimension_y = 32
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/// Should this sprite block emissives?
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var/em_block = FALSE
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/// Determines if this is considered "sane" for the purpose of [/proc/randomize_human_normie]
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/// Basically this is to blacklist the extremely wacky stuff from being picked in random human generation.
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var/natural_spawn = TRUE
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/datum/sprite_accessory/blank
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name = SPRITE_ACCESSORY_NONE
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icon_state = SPRITE_ACCESSORY_NONE
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//////////.//////////////////
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// MutantParts Definitions //
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/////////////////////////////
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/datum/sprite_accessory/caps
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icon = 'icons/mob/human/species/mush_cap.dmi'
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color_src = HAIR_COLOR
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em_block = TRUE
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/datum/sprite_accessory/caps/round
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name = "Round"
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icon_state = "round"
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