// Adds support to show teshari in-hand sprites when grabbing tesh // Uses 'white plush' inhand/onback sprites // Overrides the make_worn_icon to inject skin color setting on the sprite // without changing the color of the icon in the hand slot /obj/item/holder/micro/Initialize(mapload, mob/held) . = ..() var/mob/living/carbon/human/H = held_mob if(istype(H) && H.species.get_bodytype() == SPECIES_TESHARI) item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_toys_yw.dmi', slot_r_hand_str = 'icons/mob/items/righthand_toys_yw.dmi', slot_back_str = 'icons/mob/toy_worn_yw.dmi', slot_head_str = 'icons/mob/toy_worn_yw.dmi') // Leaving the following two set makes the sprite not visible icon_override = null sprite_sheets = null icon_state = "teshariplushie_white" item_state = "teshariplushie_white" // Add back slot slot_flags = SLOT_FEET | SLOT_HEAD | SLOT_ID | SLOT_BACK /obj/item/holder/micro/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer,var/icon/clip_mask = null) var/mob/living/carbon/human/H = held_mob // Only proceed if dealing with a tesh (or something shaped like a tesh) if(istype(H) && H.species.get_bodytype() == SPECIES_TESHARI) var/colortemp = color //save original color var to a temp var //convert numerical RGB to Hex #000000 format - is this necessary? //then 'inject' changed color (from skin color) into original proc call color = addtext("#", num2hex(H.r_skin, 2), num2hex(H.g_skin, 2), num2hex(H.b_skin, 2)) . = ..() color = colortemp //reset color var to it's old value after original proc call before proceeding - otherwise we change hand-slot icon color too! else . = ..()