Suits are now mostly under one-piece (subtypes of 'lawyer') and modular (subtypes of 'suit_jacket') selection menus. Croptops also under selection menu.
Adds them to loadout options and departmental uniform lockers as appropriate.
One new (Old Woman Attire) as equivalent to old man suit.
Some are unused, but now skirt sprites exist.
* Set appearance_flags on HUD images to prevent them from being scaled up/down when the owning mob is macro/micro.
* Optimized the resize() proc and made it adjust the vertical position of the unscaled hud to stay even with the top of the mob's head.
* Also fix the resize proc to be consistent with update_icons(). Now micros wont be in the middle of a turf temporarily after resizing.
Allows the resleever to sleeve minds into people inside the resleeving pod's occupant, aka if you want you can print a new body for the person (or if you're wiping some existing person, take a living person), have someone eat them, then get in resleeving pod and revive them in a gut. That'll keep them from walking around and tripping too much, yuh.
I'm sure there's a million crazy things you could do with this (eat person you want to impersonate, resleeve yourself into them while they're in your guts, then escape your own guts?) so have fun with that.
For technical reasons, for now, you cannot sleeve the PRED if they have prey in them in the resleeving pod. It has to do with wiping out their bellies and forgetting where their prey are. This would happen to prey if the prey has their own prey, as well, but... don't? Also you can always just OOC escape if you get trapped like that.
* Adds Body Designer computer, which allows you to customize body designs similarly to character setup, but in game.
* Designs are savable to disks which can be loaded into the the resleeving controller console to print and resleeve into.
* Fixes line breaks on OOC notes in the resleeving computer.
* Added circuits so the body designer is constructable, and designs so the circuit is researchable.
* Added a proc for reverse lookup of size_multiplier -> scale name (0.25 -> Micro etc)
* More accurately, it automates updating your character setup. None of this code does anything you could not already do manually on the Character Setup screen, it simply does it automatically for you.
* Specifically a few things are saved either at round end or when you cryo:
* Your late-join spawn location is determined by which cryo/elevator/etc you used to leave last time. Departing thru the elevators will set your spawn location to elevators etc.
* Your weight is saved (also any extra or deficient nutrition is resolved into weight gain/loss)
* Your limbs settings are updated based on your status at end of round (whether limbs are normal, missing, robotic, etc)
* Your markings are saved so they will be the same as when they were at end of round.
* ALL of these changes are optional, toggled on the VORE tab of character setup.
* Replaced hard coded numbers for weight gain with constant defines.
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.
The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.
They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
Moves/renames red&black jacket to sec_dep_jacket, adds supply, engineering, medical, and science jackets. Puts them all in the loadout.
Have one issue: when the jacket is open there are no handsprites. How do I fix that without duplicating sprites?