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* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
/obj/item/dyespray
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name = "hair dye spray"
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desc = "A spray to dye your hair any gradients you'd like."
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icon = 'icons/obj/dyespray.dmi'
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icon_state = "dyespray"
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/obj/item/dyespray/attack_self(mob/user)
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dye(user)
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/obj/item/dyespray/pre_attack(atom/target, mob/living/user, params)
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dye(target)
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return ..()
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/**
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* Applies a gradient and a gradient color to a mob.
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*
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* Arguments:
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* * target - The mob who we will apply the gradient and gradient color to.
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*/
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/obj/item/dyespray/proc/dye(mob/target)
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/human_target = target
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var/new_grad_style = input(usr, "Choose a color pattern:", "Character Preference") as null|anything in GLOB.hair_gradients_list
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if(!new_grad_style)
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return
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var/new_grad_color = input(usr, "Choose a secondary hair color:", "Character Preference","#"+human_target.grad_color) as color|null
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if(!new_grad_color)
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return
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human_target.grad_style = new_grad_style
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human_target.grad_color = sanitize_hexcolor(new_grad_color)
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to_chat(human_target, span_notice("You start applying the hair dye..."))
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if(!do_after(usr, 3 SECONDS, target))
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return
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playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 5)
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human_target.update_hair()
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