Files
Bubberstation/code/modules/mod/mod_part.dm
7f4171fd4d Adds bodyshape arg to a lot of missing spots, generalizes 'wear_digi_version', adds female gender shaping to digi sprites (#96633)
## About The Pull Request

Adds female gender shaping to digi species (such as lizards), for the
top half only.

<details><summary>Shown here</summary>

<img width="337" height="464" alt="dreamseeker_HhKjfrmJ1f"
src="https://github.com/user-attachments/assets/a5a57580-6798-40e4-925c-b3a63e0e540e"
/>

</details>

Also just adds a bunch of bodyshape args now that we are passing that to
the clothing rendering. This will help with anything where you want
unique digi handling for any specific items. Also fixes some missing
args and even improper args in some of these proc overrides.

## Why It's Good For The Game

Makes things more convenient for coders. Adds some more customization
options for feminine lizardfolk.

## Changelog

🆑
code: bodyshape is now accessible in build_worn_overlays() and similar
procs.
image: lizards now have support female gender shaping for their suits
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-06-30 20:02:53 +00:00

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/// Datum to handle interactions between a MODsuit and its parts.
/datum/mod_part
/// The actual item we handle.
var/obj/item/part_item = null
/// Are we sealed?
var/sealed = FALSE
/// Message to user when unsealed.
var/unsealed_message
/// Message to user when sealed.
var/sealed_message
/// The layer the item will render on when unsealed.
var/unsealed_layer
/// The layer the item will render on when sealed.
var/sealed_layer
/// Can our part overslot over others?
var/can_overslot = FALSE
/// What are we overslotting over?
var/obj/item/overslotting = null
/datum/mod_part/Destroy()
// To avoid qdel loops in MOD control units, since they're also a part
if (!QDELING(part_item))
qdel(part_item)
part_item = null
overslotting = null
return ..()
/datum/mod_part/proc/set_item(obj/item/new_part)
part_item = new_part
RegisterSignal(part_item, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS, PROC_REF(get_separate_worn_overlays))
// If we're overslotting an item, add its visual as an underlay
/datum/mod_part/proc/get_separate_worn_overlays(obj/item/source, list/overlays, mutable_appearance/standing, mutable_appearance/draw_target, isinhands, icon_file, bodyshape = NONE)
SIGNAL_HANDLER
if (!overslotting || sealed)
return
var/checked_slot = source.slot_flags
if (ismob(source.loc))
var/mob/as_mob = source.loc
checked_slot = as_mob.get_slot_by_item(source)
var/mutable_appearance/worn_overlay = overslotting.build_worn_icon(default_layer = -draw_target.layer + 0.1, default_icon_file = get_default_icon_by_slot(checked_slot), bodyshape = bodyshape)
for (var/mutable_appearance/overlay in worn_overlay.overlays)
overlay.layer = draw_target.layer + 0.1
overlays += worn_overlay