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Adds a method for tails to hide bodyparts like legs to allow for a bit more spriter freedom. Sets Satyr legs & taur bodies to prevent regular legs from rendering when selected. E.g.1 The Satyr legs & taur bodies prevent the regular leg organs from rendering, so you no longer have to sprite them such that they cover the pixels ordinary legs would've occupied. E.g.2 The deer body has bulky front legs because if they weren't sprited to cover the regular body beneath you'd have wierd pixels poking out. This prevents that from happening by preventing legs from rendering when you got a taur tail.
19 lines
709 B
Plaintext
19 lines
709 B
Plaintext
//Sideways override for nanoform limbs (ugh)
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/obj/item/organ/external/robotize(var/company, var/skip_prosthetics = FALSE, var/keep_organs = FALSE)
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var/original_robotic = robotic
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if(original_robotic >= ORGAN_NANOFORM)
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var/o_encased = encased
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var/o_max_damage = max_damage
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var/o_min_broken_damage = min_broken_damage
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robotic = FALSE
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. = ..(company = company, keep_organs = TRUE)
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robotic = original_robotic
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encased = o_encased
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max_damage = o_max_damage
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min_broken_damage = o_min_broken_damage
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else
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return ..()
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/obj/item/organ/external/proc/is_hidden_by_tail()
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if(owner && owner.tail_style && owner.tail_style.hide_body_parts && (organ_tag in owner.tail_style.hide_body_parts))
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return 1 |