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Merge pull request #4331 from KasparoVy/voxhair
Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Fixes/Refactors Morph + Features to Morph and CMA...
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+10
-9
@@ -126,6 +126,7 @@
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proc/get_id_photo(var/mob/living/carbon/human/H)
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var/icon/preview_icon = null
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var/obj/item/organ/external/head/head_organ = H.get_organ("head")
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var/g = "m"
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if (H.gender == FEMALE)
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@@ -170,32 +171,32 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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eyes_s.Blend(rgb(H.r_eyes, H.g_eyes, H.b_eyes), ICON_ADD)
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face_s.Blend(eyes_s, ICON_OVERLAY)
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var/datum/sprite_accessory/hair_style = hair_styles_list[H.h_style]
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var/datum/sprite_accessory/hair_style = hair_styles_list[head_organ.h_style]
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if(hair_style)
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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// I'll want to make a species-specific proc for this sooner or later
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// But this'll do for now
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if(H.get_species() == "Slime People")
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if(head_organ.species.name == "Slime People")
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hair_s.Blend(rgb(H.r_skin, H.g_skin, H.b_skin, 160), ICON_ADD)
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else
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hair_s.Blend(rgb(H.r_hair, H.g_hair, H.b_hair), ICON_ADD)
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hair_s.Blend(rgb(head_organ.r_hair, head_organ.g_hair, head_organ.b_hair), ICON_ADD)
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face_s.Blend(hair_s, ICON_OVERLAY)
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//Head Accessory
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if(H.species.bodyflags & HAS_HEAD_ACCESSORY)
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var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[H.ha_style]
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if(head_organ.species.bodyflags & HAS_HEAD_ACCESSORY)
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var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[head_organ.ha_style]
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if(head_accessory_style && head_accessory_style.species_allowed)
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var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
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head_accessory_s.Blend(rgb(H.r_headacc, H.g_headacc, H.b_headacc), ICON_ADD)
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head_accessory_s.Blend(rgb(head_organ.r_headacc, head_organ.g_headacc, head_organ.b_headacc), ICON_ADD)
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face_s.Blend(head_accessory_s, ICON_OVERLAY)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[H.f_style]
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[head_organ.f_style]
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if(facial_hair_style && facial_hair_style.species_allowed)
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(H.get_species() == "Slime People")
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if(head_organ.species.name == "Slime People")
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facial_s.Blend(rgb(H.r_skin, H.g_skin, H.b_skin, 160), ICON_ADD)
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else
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facial_s.Blend(rgb(H.r_facial, H.g_facial, H.b_facial), ICON_ADD)
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facial_s.Blend(rgb(head_organ.r_facial, head_organ.g_facial, head_organ.b_facial), ICON_ADD)
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face_s.Blend(facial_s, ICON_OVERLAY)
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//Markings
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@@ -30,20 +30,21 @@ BONUS
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var/mob/living/M = A.affected_mob
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/head/head_organ = H.get_organ("head")
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switch(A.stage)
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if(1, 2)
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to_chat(H, "<span class='warning'>Your chin itches.</span>")
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if(H.f_style == "Shaved")
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H.f_style = "Jensen Beard"
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H.update_hair()
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if(head_organ.f_style == "Shaved")
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head_organ.f_style = "Jensen Beard"
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H.update_fhair()
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if(3, 4)
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to_chat(H, "<span class='warning'>You feel tough.</span>")
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if(!(H.f_style == "Dwarf Beard") && !(H.f_style == "Very Long Beard") && !(H.f_style == "Full Beard"))
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H.f_style = "Full Beard"
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H.update_hair()
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if(!(head_organ.f_style == "Dwarf Beard") && !(head_organ.f_style == "Very Long Beard") && !(head_organ.f_style == "Full Beard"))
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head_organ.f_style = "Full Beard"
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H.update_fhair()
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else
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to_chat(H, "<span class='warning'>You feel manly!</span>")
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if(!(H.f_style == "Dwarf Beard") && !(H.f_style == "Very Long Beard"))
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H.f_style = pick("Dwarf Beard", "Very Long Beard")
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H.update_hair()
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if(!(head_organ.f_style == "Dwarf Beard") && !(head_organ.f_style == "Very Long Beard"))
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head_organ.f_style = pick("Dwarf Beard", "Very Long Beard")
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H.update_fhair()
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return
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@@ -31,18 +31,20 @@ BONUS
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to_chat(M, "<span class='warning'>[pick("Your scalp itches.", "Your skin feels flakey.")]</span>")
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/head/head_organ = H.get_organ("head")
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switch(A.stage)
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if(3, 4)
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if(!(H.h_style == "Bald") && !(H.h_style == "Balding Hair"))
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if(!(head_organ.h_style == "Bald") && !(head_organ.h_style == "Balding Hair"))
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to_chat(H, "<span class='warning'>Your hair starts to fall out in clumps...</span>")
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spawn(50)
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H.h_style = "Balding Hair"
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head_organ.h_style = "Balding Hair"
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H.update_hair()
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if(5)
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if(!(H.f_style == "Shaved") || !(H.h_style == "Bald"))
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if(!(head_organ.f_style == "Shaved") || !(head_organ.h_style == "Bald"))
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to_chat(H, "<span class='warning'>Your hair starts to fall out in clumps...</span>")
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spawn(50)
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H.f_style = "Shaved"
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H.h_style = "Bald"
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head_organ.f_style = "Shaved"
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head_organ.h_style = "Bald"
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H.update_hair()
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H.update_fhair()
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return
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