var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
/datum/preferences
var/dress_mob = TRUE
/datum/category_item/player_setup_item/general/body
name = "Body"
sort_order = 3
/datum/category_item/player_setup_item/general/body/load_character(var/savefile/S)
S["species"] >> pref.species
S["hair_red"] >> pref.r_hair
S["hair_green"] >> pref.g_hair
S["hair_blue"] >> pref.b_hair
S["facial_red"] >> pref.r_facial
S["facial_green"] >> pref.g_facial
S["facial_blue"] >> pref.b_facial
S["skin_tone"] >> pref.s_tone
S["skin_red"] >> pref.r_skin
S["skin_green"] >> pref.g_skin
S["skin_blue"] >> pref.b_skin
S["hair_style_name"] >> pref.h_style
S["facial_style_name"] >> pref.f_style
S["eyes_red"] >> pref.r_eyes
S["eyes_green"] >> pref.g_eyes
S["eyes_blue"] >> pref.b_eyes
S["b_type"] >> pref.b_type
S["disabilities"] >> pref.disabilities
S["organ_data"] >> pref.organ_data
S["rlimb_data"] >> pref.rlimb_data
pref.preview_icon = null
/datum/category_item/player_setup_item/general/body/save_character(var/savefile/S)
S["species"] << pref.species
S["hair_red"] << pref.r_hair
S["hair_green"] << pref.g_hair
S["hair_blue"] << pref.b_hair
S["facial_red"] << pref.r_facial
S["facial_green"] << pref.g_facial
S["facial_blue"] << pref.b_facial
S["skin_tone"] << pref.s_tone
S["skin_red"] << pref.r_skin
S["skin_green"] << pref.g_skin
S["skin_blue"] << pref.b_skin
S["hair_style_name"] << pref.h_style
S["facial_style_name"] << pref.f_style
S["eyes_red"] << pref.r_eyes
S["eyes_green"] << pref.g_eyes
S["eyes_blue"] << pref.b_eyes
S["b_type"] << pref.b_type
S["disabilities"] << pref.disabilities
S["organ_data"] << pref.organ_data
S["rlimb_data"] << pref.rlimb_data
/datum/category_item/player_setup_item/general/body/sanitize_character(var/savefile/S)
if(!pref.species || !(pref.species in playable_species))
pref.species = "Human"
pref.r_hair = sanitize_integer(pref.r_hair, 0, 255, initial(pref.r_hair))
pref.g_hair = sanitize_integer(pref.g_hair, 0, 255, initial(pref.g_hair))
pref.b_hair = sanitize_integer(pref.b_hair, 0, 255, initial(pref.b_hair))
pref.r_facial = sanitize_integer(pref.r_facial, 0, 255, initial(pref.r_facial))
pref.g_facial = sanitize_integer(pref.g_facial, 0, 255, initial(pref.g_facial))
pref.b_facial = sanitize_integer(pref.b_facial, 0, 255, initial(pref.b_facial))
pref.s_tone = sanitize_integer(pref.s_tone, -185, 34, initial(pref.s_tone))
pref.r_skin = sanitize_integer(pref.r_skin, 0, 255, initial(pref.r_skin))
pref.g_skin = sanitize_integer(pref.g_skin, 0, 255, initial(pref.g_skin))
pref.b_skin = sanitize_integer(pref.b_skin, 0, 255, initial(pref.b_skin))
pref.h_style = sanitize_inlist(pref.h_style, hair_styles_list, initial(pref.h_style))
pref.f_style = sanitize_inlist(pref.f_style, facial_hair_styles_list, initial(pref.f_style))
pref.r_eyes = sanitize_integer(pref.r_eyes, 0, 255, initial(pref.r_eyes))
pref.g_eyes = sanitize_integer(pref.g_eyes, 0, 255, initial(pref.g_eyes))
pref.b_eyes = sanitize_integer(pref.b_eyes, 0, 255, initial(pref.b_eyes))
pref.b_type = sanitize_text(pref.b_type, initial(pref.b_type))
pref.disabilities = sanitize_integer(pref.disabilities, 0, 65535, initial(pref.disabilities))
if(!pref.organ_data) pref.organ_data = list()
if(!pref.rlimb_data) pref.rlimb_data = list()
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/general/body/copy_to_mob(var/mob/living/carbon/human/character)
// Copy basic values
character.r_eyes = pref.r_eyes
character.g_eyes = pref.g_eyes
character.b_eyes = pref.b_eyes
character.h_style = pref.h_style
character.r_hair = pref.r_hair
character.g_hair = pref.g_hair
character.b_hair = pref.b_hair
character.f_style = pref.f_style
character.r_facial = pref.r_facial
character.g_facial = pref.g_facial
character.b_facial = pref.b_facial
character.r_skin = pref.r_skin
character.g_skin = pref.g_skin
character.b_skin = pref.b_skin
character.s_tone = pref.s_tone
character.h_style = pref.h_style
character.f_style = pref.f_style
character.b_type = pref.b_type
// Destroy/cyborgize organs and limbs.
for(var/name in list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO))
var/status = pref.organ_data[name]
var/obj/item/organ/external/O = character.organs_by_name[name]
if(O)
if(status == "amputated")
O.remove_rejuv()
else if(status == "cyborg")
if(pref.rlimb_data[name])
O.robotize(pref.rlimb_data[name])
else
O.robotize()
for(var/name in list(O_HEART,O_EYES,O_BRAIN))
var/status = pref.organ_data[name]
if(!status)
continue
var/obj/item/organ/I = character.internal_organs_by_name[name]
if(I)
if(status == "assisted")
I.mechassist()
else if(status == "mechanical")
I.robotize()
return
/datum/category_item/player_setup_item/general/body/content(var/mob/user)
. = list()
if(!pref.preview_icon)
pref.update_preview_icon()
user << browse_rsc(pref.preview_icon, "previewicon.png")
var/mob_species = all_species[pref.species]
. += "
Body "
. += "(®)"
. += " "
. += "Species: [pref.species] "
. += "Blood Type: [pref.b_type] "
if(has_flag(mob_species, HAS_SKIN_TONE))
. += "Skin Tone: [-pref.s_tone + 35]/220 "
. += "Needs Glasses: [pref.disabilities & NEARSIGHTED ? "Yes" : "No"] "
. += "Limbs: Adjust Reset "
. += "Internal Organs: Adjust "
//display limbs below
var/ind = 0
for(var/name in pref.organ_data)
var/status = pref.organ_data[name]
var/organ_name = null
switch(name)
if(BP_TORSO)
organ_name = "torso"
if(BP_GROIN)
organ_name = "groin"
if(BP_HEAD)
organ_name = "head"
if(BP_L_ARM)
organ_name = "left arm"
if(BP_R_ARM)
organ_name = "right arm"
if(BP_L_LEG)
organ_name = "left leg"
if(BP_R_LEG)
organ_name = "right leg"
if(BP_L_FOOT)
organ_name = "left foot"
if(BP_R_FOOT)
organ_name = "right foot"
if(BP_L_HAND)
organ_name = "left hand"
if(BP_R_HAND)
organ_name = "right hand"
if(O_HEART)
organ_name = "heart"
if(O_EYES)
organ_name = "eyes"
if(O_BRAIN)
organ_name = "brain"
if(status == "cyborg")
++ind
if(ind > 1)
. += ", "
var/datum/robolimb/R
if(pref.rlimb_data[name] && all_robolimbs[pref.rlimb_data[name]])
R = all_robolimbs[pref.rlimb_data[name]]
else
R = basic_robolimb
. += "\t[R.company] [organ_name] prosthesis"
else if(status == "amputated")
++ind
if(ind > 1)
. += ", "
. += "\tAmputated [organ_name]"
else if(status == "mechanical")
++ind
if(ind > 1)
. += ", "
. += "\tSynthetic [organ_name]"
else if(status == "assisted")
++ind
if(ind > 1)
. += ", "
switch(organ_name)
if("heart")
. += "\tPacemaker-assisted [organ_name]"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
. += "\tSurgically altered [organ_name]"
if("eyes")
. += "\tRetinal overlayed [organ_name]"
if("brain")
. += "\tAssisted-interface [organ_name]"
else
. += "\tMechanically assisted [organ_name]"
if(!ind)
. += "\[...\]
"
else
. += "
"
. += " | Preview "
. += ""
. += " [pref.dress_mob ? "Hide equipment" : "Show equipment"]"
. += " |
"
. += "Hair
"
if(has_flag(mob_species, HAS_HAIR_COLOR))
. += "Change Color "
. += " Style: [pref.h_style]
"
. += "
Facial
"
if(has_flag(mob_species, HAS_HAIR_COLOR))
. += "Change Color "
. += " Style: [pref.f_style]
"
if(has_flag(mob_species, HAS_EYE_COLOR))
. += "
Eyes
"
. += "Change Color
"
if(has_flag(mob_species, HAS_SKIN_COLOR))
. += "
Body Color
"
. += "Change Color
"
. = jointext(.,null)
/datum/category_item/player_setup_item/general/body/proc/has_flag(var/datum/species/mob_species, var/flag)
return mob_species && (mob_species.appearance_flags & flag)
/datum/category_item/player_setup_item/general/body/OnTopic(var/href,var/list/href_list, var/mob/user)
var/datum/species/mob_species = all_species[pref.species]
if(href_list["random"])
pref.randomize_appearance_and_body_for()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["blood_type"])
var/new_b_type = input(user, "Choose your character's blood-type:", "Character Preference") as null|anything in valid_bloodtypes
if(new_b_type && CanUseTopic(user))
pref.b_type = new_b_type
return TOPIC_REFRESH
else if(href_list["show_species"])
// Actual whitelist checks are handled elsewhere, this is just for accessing the preview window.
var/choice = input("Which species would you like to look at?") as null|anything in playable_species
if(!choice) return
pref.species_preview = choice
SetSpecies(preference_mob())
pref.alternate_languages.Cut() // Reset their alternate languages. Todo: attempt to just fix it instead?
return TOPIC_HANDLED
else if(href_list["set_species"])
user << browse(null, "window=species")
if(!pref.species_preview || !(pref.species_preview in all_species))
return TOPIC_NOACTION
var/prev_species = pref.species
pref.species = href_list["set_species"]
if(prev_species != pref.species)
if(!(pref.biological_gender in mob_species.genders))
pref.set_biological_gender(mob_species.genders[1])
//grab one of the valid hair styles for the newly chosen species
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
pref.h_style = pick(valid_hairstyles)
else
//this shouldn't happen
pref.h_style = hair_styles_list["Bald"]
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
pref.f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
pref.f_style = facial_hair_styles_list["Shaved"]
//reset hair colour and skin colour
pref.r_hair = 0//hex2num(copytext(new_hair, 2, 4))
pref.g_hair = 0//hex2num(copytext(new_hair, 4, 6))
pref.b_hair = 0//hex2num(copytext(new_hair, 6, 8))
pref.s_tone = 0
reset_limbs() // Safety for species with incompatible manufacturers; easier than trying to do it case by case.
var/datum/species/S = all_species[pref.species]
pref.age = max(min(pref.age, S.max_age), S.min_age)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference", rgb(pref.r_hair, pref.g_hair, pref.b_hair)) as color|null
if(new_hair && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_hair = hex2num(copytext(new_hair, 2, 4))
pref.g_hair = hex2num(copytext(new_hair, 4, 6))
pref.b_hair = hex2num(copytext(new_hair, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_style"])
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(!(pref.species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference", pref.h_style) as null|anything in valid_hairstyles
if(new_h_style && CanUseTopic(user))
pref.h_style = new_h_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference", rgb(pref.r_facial, pref.g_facial, pref.b_facial)) as color|null
if(new_facial && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_facial = hex2num(copytext(new_facial, 2, 4))
pref.g_facial = hex2num(copytext(new_facial, 4, 6))
pref.b_facial = hex2num(copytext(new_facial, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["eye_color"])
if(!has_flag(mob_species, HAS_EYE_COLOR))
return TOPIC_NOACTION
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference", rgb(pref.r_eyes, pref.g_eyes, pref.b_eyes)) as color|null
if(new_eyes && has_flag(mob_species, HAS_EYE_COLOR) && CanUseTopic(user))
pref.r_eyes = hex2num(copytext(new_eyes, 2, 4))
pref.g_eyes = hex2num(copytext(new_eyes, 4, 6))
pref.b_eyes = hex2num(copytext(new_eyes, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_tone"])
if(!has_flag(mob_species, HAS_SKIN_TONE))
return TOPIC_NOACTION
var/new_s_tone = input(user, "Choose your character's skin-tone:\n(Light 1 - 220 Dark)", "Character Preference", (-pref.s_tone) + 35) as num|null
if(new_s_tone && has_flag(mob_species, HAS_SKIN_TONE) && CanUseTopic(user))
pref.s_tone = 35 - max(min( round(new_s_tone), 220),1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_color"])
if(!has_flag(mob_species, HAS_SKIN_COLOR))
return TOPIC_NOACTION
var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference", rgb(pref.r_skin, pref.g_skin, pref.b_skin)) as color|null
if(new_skin && has_flag(mob_species, HAS_SKIN_COLOR) && CanUseTopic(user))
pref.r_skin = hex2num(copytext(new_skin, 2, 4))
pref.g_skin = hex2num(copytext(new_skin, 4, 6))
pref.b_skin = hex2num(copytext(new_skin, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_style"])
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(pref.biological_gender == MALE && S.gender == FEMALE)
continue
if(pref.biological_gender == FEMALE && S.gender == MALE)
continue
if(!(pref.species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference", pref.f_style) as null|anything in valid_facialhairstyles
if(new_f_style && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.f_style = new_f_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["reset_limbs"])
reset_limbs()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["limbs"])
var/list/limb_selection_list = list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand","Full Body")
// Full prosthetic bodies without a brain are borderline unkillable so make sure they have a brain to remove/destroy.
var/datum/species/current_species = all_species[pref.species]
if(!current_species.has_organ["brain"])
limb_selection_list -= "Full Body"
else if(pref.organ_data[BP_TORSO] == "cyborg")
limb_selection_list |= "Head"
var/organ_tag = input(user, "Which limb do you want to change?") as null|anything in limb_selection_list
if(!organ_tag || !CanUseTopic(user)) return TOPIC_NOACTION
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
// Do not let them amputate their entire body, ty.
var/list/choice_options = list("Normal","Amputated","Prosthesis")
switch(organ_tag)
if("Left Leg")
limb = BP_L_LEG
second_limb = BP_L_FOOT
if("Right Leg")
limb = BP_R_LEG
second_limb = BP_R_FOOT
if("Left Arm")
limb = BP_L_ARM
second_limb = BP_L_HAND
if("Right Arm")
limb = BP_R_ARM
second_limb = BP_R_HAND
if("Left Foot")
limb = BP_L_FOOT
third_limb = BP_L_LEG
if("Right Foot")
limb = BP_R_FOOT
third_limb = BP_R_LEG
if("Left Hand")
limb = BP_L_HAND
third_limb = BP_L_ARM
if("Right Hand")
limb = BP_R_HAND
third_limb = BP_R_ARM
if("Head")
limb = BP_HEAD
choice_options = list("Prosthesis")
if("Full Body")
limb = BP_TORSO
third_limb = BP_GROIN
choice_options = list("Normal","Prosthesis")
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in choice_options
if(!new_state || !CanUseTopic(user)) return TOPIC_NOACTION
switch(new_state)
if("Normal")
if(limb == BP_TORSO)
for(var/other_limb in BP_ALL - BP_TORSO)
pref.organ_data[other_limb] = null
pref.rlimb_data[other_limb] = null
pref.organ_data[limb] = null
pref.rlimb_data[limb] = null
if(third_limb)
pref.organ_data[third_limb] = null
pref.rlimb_data[third_limb] = null
if("Amputated")
if(limb == BP_TORSO)
return
pref.organ_data[limb] = "amputated"
pref.rlimb_data[limb] = null
if(second_limb)
pref.organ_data[second_limb] = "amputated"
pref.rlimb_data[second_limb] = null
if("Prosthesis")
var/tmp_species = pref.species ? pref.species : "Human"
var/list/usable_manufacturers = list()
for(var/company in chargen_robolimbs)
var/datum/robolimb/M = chargen_robolimbs[company]
if(!(limb in M.parts))
continue
if(tmp_species in M.species_cannot_use)
continue
usable_manufacturers[company] = M
if(!usable_manufacturers.len)
return
var/choice = input(user, "Which manufacturer do you wish to use for this limb?") as null|anything in usable_manufacturers
if(!choice)
return
pref.rlimb_data[limb] = choice
pref.organ_data[limb] = "cyborg"
if(second_limb)
pref.rlimb_data[second_limb] = choice
pref.organ_data[second_limb] = "cyborg"
if(third_limb && pref.organ_data[third_limb] == "amputated")
pref.organ_data[third_limb] = null
if(limb == BP_TORSO)
for(var/other_limb in BP_ALL - BP_TORSO)
if(pref.organ_data[other_limb])
continue
pref.organ_data[other_limb] = "cyborg"
pref.rlimb_data[other_limb] = choice
if(!pref.organ_data[O_BRAIN])
pref.organ_data[O_BRAIN] = "assisted"
for(var/internal_organ in list(O_HEART,O_EYES))
pref.organ_data[internal_organ] = "mechanical"
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["organs"])
var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes", "Brain")
if(!organ_name) return
var/organ = null
switch(organ_name)
if("Heart")
organ = O_HEART
if("Eyes")
organ = O_EYES
if("Brain")
if(pref.organ_data[BP_HEAD] != "cyborg")
user << "You may only select an assisted or synthetic brain if you have a full prosthetic body."
return
organ = "brain"
var/list/organ_choices = list("Normal","Assisted","Mechanical")
if(pref.organ_data[BP_TORSO] == "cyborg")
organ_choices -= "Normal"
var/new_state = input(user, "What state do you wish the organ to be in?") as null|anything in organ_choices
if(!new_state) return
switch(new_state)
if("Normal")
pref.organ_data[organ] = null
if("Assisted")
pref.organ_data[organ] = "assisted"
if("Mechanical")
pref.organ_data[organ] = "mechanical"
return TOPIC_REFRESH
else if(href_list["disabilities"])
var/disability_flag = text2num(href_list["disabilities"])
pref.disabilities ^= disability_flag
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["toggle_clothing"])
pref.dress_mob = !pref.dress_mob
return TOPIC_REFRESH_UPDATE_PREVIEW
return ..()
/datum/category_item/player_setup_item/general/body/proc/reset_limbs()
for(var/organ in pref.organ_data)
pref.organ_data[organ] = null
while(null in pref.organ_data)
pref.organ_data -= null
for(var/organ in pref.rlimb_data)
pref.rlimb_data[organ] = null
while(null in pref.rlimb_data)
pref.rlimb_data -= null
/datum/category_item/player_setup_item/general/body/proc/SetSpecies(mob/user)
if(!pref.species_preview || !(pref.species_preview in all_species))
pref.species_preview = "Human"
var/datum/species/current_species = all_species[pref.species_preview]
var/dat = ""
dat += "[current_species.name] \[change\]
"
dat += ""
dat += ""
dat += "| [current_species.blurb] | "
dat += ""
if("preview" in icon_states(current_species.icobase))
usr << browse_rsc(icon(current_species.icobase,"preview"), "species_preview_[current_species.name].png")
dat += "
"
dat += "Language: [current_species.language] "
dat += ""
if(current_species.spawn_flags & SPECIES_CAN_JOIN)
dat += "Often present on human stations."
if(current_species.spawn_flags & SPECIES_IS_WHITELISTED)
dat += "Whitelist restricted."
if(!current_species.has_organ[O_HEART])
dat += "Does not have a circulatory system."
if(!current_species.has_organ[O_LUNGS])
dat += "Does not have a respiratory system."
if(current_species.flags & NO_SCAN)
dat += "Does not have DNA."
if(current_species.flags & NO_PAIN)
dat += "Does not feel pain."
if(current_species.flags & NO_SLIP)
dat += "Has excellent traction."
if(current_species.flags & NO_POISON)
dat += "Immune to most poisons."
if(current_species.appearance_flags & HAS_SKIN_TONE)
dat += "Has a variety of skin tones."
if(current_species.appearance_flags & HAS_SKIN_COLOR)
dat += "Has a variety of skin colours."
if(current_species.appearance_flags & HAS_EYE_COLOR)
dat += "Has a variety of eye colours."
if(current_species.flags & IS_PLANT)
dat += "Has a plantlike physiology."
dat += " | "
dat += "
"
dat += "
"
var/restricted = 0
if(config.usealienwhitelist) //If we're using the whitelist, make sure to check it!
if(!(current_species.spawn_flags & SPECIES_CAN_JOIN))
restricted = 2
else if((current_species.spawn_flags & SPECIES_IS_WHITELISTED) && !is_alien_whitelisted(preference_mob(),current_species))
restricted = 1
if(restricted)
if(restricted == 1)
dat += "You cannot play as this species.If you wish to be whitelisted, you can make an application post on the forums."
else if(restricted == 2)
dat += "You cannot play as this species.This species is not available for play as a station race.."
if(!restricted || check_rights(R_ADMIN, 0))
dat += "\[select\]"
dat += ""
user << browse(dat, "window=species;size=700x400")