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Revert "Revert "Hair_gradients part one.""
This reverts commit 90c1e4193e.
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@@ -14,6 +14,9 @@
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var/facial_hair_color = "000"
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var/facial_hair_style = "Shaved"
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var/grad_style = "none"
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var/grad_color = "#000000"
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//Eye colour
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var/eye_color = "000"
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@@ -15,6 +15,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
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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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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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@@ -467,6 +468,16 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(OFFSET_FACE in H.dna.species.offset_features)
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hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
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hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
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if(H.grad_style)
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var/icon/grad_s = new/icon("icon" = 'icons/mob/hair_gradients.dmi', "icon_state" = GLOB.hair_gradients[H.grad_style])
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var/grad_f_color = null
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if(grad_color)
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grad_f_color = "#" + grad_color
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else
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grad_f_color = "#" + H.grad_color
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grad_s.Blend(grad_f_color, ICON_ADD)
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hair_overlay.filters = filter(type="layer", icon = grad_s, blend_mode = BLEND_INSET_OVERLAY)
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if(hair_overlay.icon)
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standing += hair_overlay
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