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Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox. Both ported PRs by Intigracy. Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it. Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null. * Morph Support * CMA Support * Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD. * Fixes Positioning of Vox Jensen Shades East+West facing Sprites. Fixes Heist Goofery Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement). Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore. Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation. Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm. * No More Vox Tail Colours, but they can Colour Their Hair. * Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR. Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in src's species bodyflags. * Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration * Reverts unnecessary commenting out of vox armalis post-spawn handling parent call. * Adds Emerald and Azure Vox Skin Tones. * Stealthy Wryn Typo Fixed. * Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions * Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
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@@ -199,13 +199,25 @@
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var/icon/icobase
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var/datum/species/current_species = all_species[species]
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//Icon-based species colour.
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var/coloured_tail
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if(current_species)
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icobase = current_species.icobase
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if(current_species.bodyflags & HAS_ICON_SKIN_TONE) //Handling species-specific icon-based skin tones by flagged race.
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var/mob/living/carbon/human/H = new
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H.species = current_species
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H.s_tone = s_tone
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H.species.updatespeciescolor(H)
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icobase = H.species.icobase
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if(H.species.bodyflags & HAS_TAIL)
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coloured_tail = H.species.tail
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else
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icobase = current_species.icobase
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else
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icobase = 'icons/mob/human_races/r_human.dmi'
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var/fat=""
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if(disabilities&DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT)
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if(disabilities & DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT)
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fat="_fat"
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preview_icon = new /icon(icobase, "torso_[g][fat]")
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preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
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@@ -222,7 +234,10 @@
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tail_icon_state = accessory.icon_state
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else
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tail_icon = "icons/effects/species.dmi"
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tail_icon_state = "[current_species.tail]_s"
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if(coloured_tail)
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tail_icon_state = "[coloured_tail]_s"
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else
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tail_icon_state = "[current_species.tail]_s"
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var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state)
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preview_icon.Blend(temp, ICON_OVERLAY)
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@@ -1017,7 +1017,6 @@
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icon_state = "vox_beard"
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species_allowed = list("Vox")
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//Vulpkanin
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vulp_blaze
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