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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor
This commit is contained in:
+22
-12
@@ -164,14 +164,22 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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if(H.species.bodyflags & HAS_SKIN_COLOR)
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preview_icon.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
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var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.species ? H.species.eyes : "eyes_s")
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eyes_s.Blend(rgb(H.r_eyes, H.g_eyes, H.b_eyes), ICON_ADD)
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var/icon/face_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "bald_s")
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if(!(H.species.bodyflags & NO_EYES))
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var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.species ? H.species.eyes : "eyes_s")
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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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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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hair_s.Blend(rgb(H.r_hair, H.g_hair, H.b_hair), ICON_ADD)
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eyes_s.Blend(hair_s, ICON_OVERLAY)
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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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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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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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@@ -179,13 +187,16 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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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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eyes_s.Blend(head_accessory_s, ICON_OVERLAY)
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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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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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facial_s.Blend(rgb(H.r_facial, H.g_facial, H.b_facial), ICON_ADD)
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eyes_s.Blend(facial_s, ICON_OVERLAY)
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if(H.get_species() == "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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face_s.Blend(facial_s, ICON_OVERLAY)
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//Markings
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if(H.species.bodyflags & HAS_MARKINGS)
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@@ -193,9 +204,9 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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if(marking_style && marking_style.species_allowed)
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var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s")
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markings_s.Blend(rgb(H.r_markings, H.g_markings, H.b_markings), ICON_ADD)
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eyes_s.Blend(markings_s, ICON_OVERLAY)
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face_s.Blend(markings_s, ICON_OVERLAY)
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preview_icon.Blend(eyes_s, ICON_OVERLAY)
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preview_icon.Blend(face_s, ICON_OVERLAY)
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var/icon/clothes_s = null
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@@ -330,11 +341,10 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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else
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clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
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if(!H.species.bodyflags & NO_EYES)
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preview_icon.Blend(eyes_s, ICON_OVERLAY)
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preview_icon.Blend(face_s, ICON_OVERLAY) // Why do we do this twice
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if(clothes_s)
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preview_icon.Blend(clothes_s, ICON_OVERLAY)
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qdel(eyes_s)
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qdel(face_s)
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qdel(clothes_s)
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return preview_icon
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@@ -42,6 +42,10 @@ Also, you never added distance checking after target is selected. I've went ahea
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user << "They appear to be catatonic. Not even magic can affect their vacant mind."
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return
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if(user.suiciding)
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user << "<span class='warning'>You're killing yourself! You can't concentrate enough to do this!</span>"
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return
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if(target.mind.special_role in protected_roles)
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user << "Their mind is resisting your spell."
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return
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@@ -524,6 +524,27 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
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cost = 10
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containername = "singularity generator crate"
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/datum/supply_packs/engineering/engine/tesla
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name = "Energy Ball Generator Crate"
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contains = list(/obj/machinery/the_singularitygen/tesla)
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cost = 10
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containername = "energy ball generator crate"
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/datum/supply_packs/engineering/engine/coil
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name = "Tesla Coil Crate"
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contains = list(/obj/machinery/power/tesla_coil,
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/obj/machinery/power/tesla_coil,
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/obj/machinery/power/tesla_coil)
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cost = 10
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containername = "tesla coil crate"
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/datum/supply_packs/engineering/engine/grounding
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name = "Grounding Rod Crate"
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contains = list(/obj/machinery/power/grounding_rod,
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/obj/machinery/power/grounding_rod)
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cost = 10
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containername = "grounding rod crate"
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/datum/supply_packs/engineering/engine/collector
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name = "Collector Crate"
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contains = list(/obj/machinery/power/rad_collector,
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