mirror of
https://github.com/KabKebab/GS13.git
synced 2026-07-10 15:36:56 +01:00
@@ -88,6 +88,16 @@
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init_subtypes(/datum/crafting_recipe, GLOB.crafting_recipes)
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// Hair Gradients - Initialise all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
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for(var/path in subtypesof(/datum/sprite_accessory/hair_gradient))
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var/datum/sprite_accessory/hair_gradient/H = new path()
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GLOB.hair_gradients_list[H.name] = H
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init_subtypes(/datum/crafting_recipe, GLOB.crafting_recipes)
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//creates every subtype of prototype (excluding prototype) and adds it to list L.
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//if no list/L is provided, one is created.
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/proc/init_subtypes(prototype, list/L)
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@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(hair_styles_female_list) //stores only hair names
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GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/facial_hair indexed by name
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GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
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GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
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GLOBAL_LIST_EMPTY(hair_gradients_list) //stores /datum/sprite_accessory/hair_gradient indexed by name
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//Underwear
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GLOBAL_LIST_EMPTY(underwear_list) //stores /datum/sprite_accessory/underwear/bottom indexed by name
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GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
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@@ -0,0 +1,60 @@
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/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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var/uses = 10 //SKYRAT EDIT ADDITION
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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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if(!uses) //SKYRAT EDIT ADDITION
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return //SKYRAT EDIT ADDITION
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var/mob/living/carbon/human/human_target = target
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var/new_hair_color = input(usr, "Choose a base hair color:", "Character Preference","#"+human_target.hair_color) as color|null
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if(!new_hair_color)
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return
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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.hair_color = sanitize_hexcolor(new_hair_color)
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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 class='notice'>You start applying the hair dye...</span>")
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if(!do_after(usr, 30, target = human_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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//SKYRAT EDIT ADDITION
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uses--
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/obj/item/dyespray/examine(mob/user)
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. = ..()
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. += "It has [uses] uses left."
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//SKYRAT EDIT END
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@@ -96,6 +96,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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var/eye_color = "000" //Eye color
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var/wing_color = "fff" //Wing color
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var/grad_style //Hair gradient style
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var/grad_color = "FFFFFF" //Hair gradient color
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//HS13
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var/body_size = 100 //Body Size in percent
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var/can_get_preg = 0 //if they can get preggers
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@@ -511,6 +514,14 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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dat += "<a href='?_src_=prefs;preference=previous_facehair_style;task=input'><</a> <a href='?_src_=prefs;preference=next_facehair_style;task=input'>></a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'> </span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
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dat += "<h3>Hair Gradient</h3>"
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dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=grad_style;task=input'>[grad_style]</a>"
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dat += "<a href='?_src_=prefs;preference=previous_grad_style;task=input'><</a> <a href='?_src_=prefs;preference=next_grad_style;task=input'>></a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[grad_color];'> </span> <a href='?_src_=prefs;preference=grad_color;task=input'>Change</a><BR>"
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dat += "</td>"
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//Mutant stuff
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var/mutant_category = 0
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@@ -1868,6 +1879,26 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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if("previous_facehair_style")
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facial_hair_style = previous_list_item(facial_hair_style, GLOB.facial_hair_styles_list)
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if("grad_color")
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var/new_grad_color = input(user, "Choose your character's gradient colour:", "Character Preference","#"+grad_color) as color|null
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if(new_grad_color)
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grad_color = sanitize_hexcolor(new_grad_color, 6)
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if("grad_style")
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var/new_grad_style
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new_grad_style = input(user, "Choose your character's hair gradient style:", "Character Preference") as null|anything in GLOB.hair_gradients_list
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if(new_grad_style)
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grad_style = new_grad_style
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if("next_grad_style")
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grad_style = next_list_item(grad_style, GLOB.hair_gradients_list)
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if("previous_grad_style")
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grad_style = previous_list_item(grad_style, GLOB.hair_gradients_list)
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if("cycle_bg")
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bgstate = next_list_item(bgstate, bgstate_options)
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@@ -2891,6 +2922,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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character.skin_tone = skin_tone
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character.hair_style = hair_style
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character.facial_hair_style = facial_hair_style
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character.grad_style = grad_style
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character.grad_color = grad_color
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character.underwear = underwear
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character.saved_underwear = underwear
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@@ -349,6 +349,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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S["skin_tone"] >> skin_tone
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S["hair_style_name"] >> hair_style
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S["facial_style_name"] >> facial_hair_style
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S["grad_style"] >> grad_style
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S["grad_color"] >> grad_color
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S["underwear"] >> underwear
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S["undie_color"] >> undie_color
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S["undershirt"] >> undershirt
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@@ -531,6 +533,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
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hair_color = sanitize_hexcolor(hair_color, 3, 0)
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facial_hair_color = sanitize_hexcolor(facial_hair_color, 3, 0)
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grad_style = sanitize_inlist(grad_style, GLOB.hair_gradients_list)
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grad_color = sanitize_hexcolor(grad_color, 6, FALSE)
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eye_color = sanitize_hexcolor(eye_color, 3, 0)
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skin_tone = sanitize_inlist(skin_tone, GLOB.skin_tones)
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wing_color = sanitize_hexcolor(wing_color, 3, FALSE, "#FFFFFF")
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@@ -607,6 +611,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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WRITE_FILE(S["skin_tone"] , skin_tone)
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WRITE_FILE(S["hair_style_name"] , hair_style)
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WRITE_FILE(S["facial_style_name"] , facial_hair_style)
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WRITE_FILE(S["grad_style"] , grad_style)
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WRITE_FILE(S["grad_color"] , grad_color)
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WRITE_FILE(S["underwear"] , underwear)
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WRITE_FILE(S["body_size"] , body_size)
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WRITE_FILE(S["starting_weight"] , starting_weight)
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@@ -833,6 +833,64 @@
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icon_state = "hair_tailhair2"
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ckeys_allowed = list("quotefox")
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//Hair gradients
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/datum/sprite_accessory/hair_gradient
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icon = 'icons/mob/hair_gradients.dmi'
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/datum/sprite_accessory/hair_gradient/none
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name = "None"
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icon_state = "none"
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/datum/sprite_accessory/hair_gradient/fadeup
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name = "Fade Up"
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icon_state = "fadeup"
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/datum/sprite_accessory/hair_gradient/fadedown
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name = "Fade Down"
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icon_state = "fadedown"
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/datum/sprite_accessory/hair_gradient/vertical_split
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name = "Vertical Split"
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icon_state = "vsplit"
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/datum/sprite_accessory/hair_gradient/_split
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name = "Horizontal Split"
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icon_state = "bottomflat"
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/datum/sprite_accessory/hair_gradient/reflected
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name = "Reflected"
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icon_state = "reflected_high"
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/datum/sprite_accessory/hair_gradient/reflected_inverse
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name = "Reflected Inverse"
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icon_state = "reflected_inverse_high"
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/datum/sprite_accessory/hair_gradient/wavy
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name = "Wavy"
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icon_state = "wavy"
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/datum/sprite_accessory/hair_gradient/long_fade_up
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name = "Long Fade Up"
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icon_state = "long_fade_up"
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/datum/sprite_accessory/hair_gradient/long_fade_down
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name = "Long Fade Down"
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icon_state = "long_fade_down"
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/datum/sprite_accessory/hair_gradient/short_fade_up
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name = "Short Fade Up"
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icon_state = "short_fade_up"
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/datum/sprite_accessory/hair_gradient/short_fade_down
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name = "Short Fade Down"
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icon_state = "short_fade_down"
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/datum/sprite_accessory/hair_gradient/wavy_spike
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name = "Spiked Wavy"
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icon_state = "wavy_spiked"
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//Pod-people hairs
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@@ -10,6 +10,14 @@
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var/hair_color = "000"
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var/hair_style = "Bald"
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///Colour used for the hair gradient.
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var/grad_color = "000"
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///Style used for the hair gradient.
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var/grad_style
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//Facial hair colour and style
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var/facial_hair_color = "000"
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var/facial_hair_style = "Shaved"
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@@ -74,4 +82,4 @@
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var/last_fire_update
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var/account_id
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can_be_held = "micro"
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appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
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appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
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@@ -16,6 +16,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
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var/wing_color
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///The gradient style used for the mob's hair.
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var/grad_style
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///The gradient color used to color the gradient.
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var/grad_color
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var/use_skintones = 0 // does it use skintones or not? (spoiler alert this is only used by humans)
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var/exotic_blood = "" // If your race wants to bleed something other than bog standard blood, change this to reagent id.
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var/exotic_bloodtype = "" //If your race uses a non standard bloodtype (A+, O-, AB-, etc)
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@@ -426,6 +431,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(!hair_hidden || dynamic_hair_suffix)
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var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
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var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
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if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
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if(!(NOBLOOD in species_traits))
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hair_overlay.icon = 'icons/mob/human_face.dmi'
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@@ -461,6 +467,20 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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hair_overlay.color = "#" + hair_color
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else
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hair_overlay.color = "#" + H.hair_color
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//Gradients
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grad_style = H.grad_style
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grad_color = H.grad_color
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if(grad_style)
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var/datum/sprite_accessory/gradient = GLOB.hair_gradients_list[grad_style]
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var/icon/temp = icon(gradient.icon, gradient.icon_state)
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var/icon/temp_hair = icon(hair_file, hair_state)
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temp.Blend(temp_hair, ICON_ADD)
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gradient_overlay.icon = temp
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gradient_overlay.color = "#" + grad_color
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else
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hair_overlay.color = forced_colour
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hair_overlay.alpha = hair_alpha
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@@ -469,6 +489,8 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
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if(hair_overlay.icon)
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standing += hair_overlay
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standing += gradient_overlay
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if(standing.len)
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H.overlays_standing[HAIR_LAYER] = standing
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Binary file not shown.
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After Width: | Height: | Size: 2.3 KiB |
Binary file not shown.
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After Width: | Height: | Size: 407 B |
@@ -914,6 +914,7 @@
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#include "code\game\machinery\syndicatebomb.dm"
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#include "code\game\machinery\teleporter.dm"
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#include "code\game\machinery\transformer.dm"
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#include "code\game\objects\items\dyekit.dm"
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#include "code\game\machinery\washing_machine.dm"
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#include "code\game\machinery\wishgranter.dm"
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#include "code\game\machinery\camera\camera.dm"
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Reference in New Issue
Block a user