Final Pass

Breaks Facial Hair updates into their own proc and puts facial hair on
its own layer.
Works through everything that calls update_hair with the intention of
updating facial hair and adds update_fhair
Fixes the sprite names and colouring on all 'facial' and 'body marking'
aspects.

Fixes/implements proper ID photo/preferences preview picture generation.

To do: Tail marking customization possible rework, gutting in the
meantime
This commit is contained in:
KasparoVy
2015-12-27 05:45:25 -05:00
parent 73d514f5a2
commit 5f72fff880
17 changed files with 111 additions and 80 deletions
+3
View File
@@ -204,6 +204,7 @@ datum/reagent/hair_dye/reaction_mob(var/mob/living/M, var/volume)
H.g_hair = rand(0,255)
H.b_hair = rand(0,255)
H.update_hair()
H.update_fhair()
..()
return
@@ -229,6 +230,7 @@ datum/reagent/hairgrownium/reaction_mob(var/mob/living/M, var/volume)
H.h_style = random_hair_style(H.gender, H.species)
H.f_style = random_facial_hair_style(H.gender, H.species)
H.update_hair()
H.update_fhair()
..()
return
@@ -256,6 +258,7 @@ datum/reagent/super_hairgrownium/on_mob_life(var/mob/living/M as mob)
H.h_style = "Very Long Hair"
H.f_style = "Very Long Beard"
H.update_hair()
H.update_fhair()
if(!H.wear_mask || H.wear_mask && !istype(H.wear_mask, /obj/item/clothing/mask/fakemoustache))
if(H.wear_mask)
H.unEquip(H.wear_mask)