First pass of squishy slime hair

This commit is contained in:
Crazylemon64
2016-01-29 16:37:46 -08:00
parent 328b2d6fd7
commit 8f558e6f19
5 changed files with 15 additions and 4 deletions
@@ -608,4 +608,7 @@ It'll return null if the organ doesn't correspond, so include null checks when u
/datum/species/proc/return_organ(var/organ_slot)
if(!(organ_slot in has_organ))
return null
return has_organ[organ_slot]
return has_organ[organ_slot]
/datum/species/proc/modify_hair_to_body(var/icon/hair)
return hair
@@ -334,6 +334,10 @@
"brain" = /obj/item/organ/brain/slime
)
/datum/species/slime/modify_hair_to_body(var/icon/hair)
/datum/species/grey
name = "Grey"
name_plural = "Greys"
@@ -462,7 +462,9 @@ var/global/list/damage_icon_parts = list()
if(hair_style && hair_style.species_allowed)
if(src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
if(species.name in list("Slime People")) // I am el worstos
hair_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_AND)
else if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_standing.Blend(hair_s, ICON_OVERLAY)
@@ -42,7 +42,7 @@
var/gender = NEUTER //Determines if the accessory will be skipped or included in random hair generations
// Restrict some styles to specific species
var/list/species_allowed = list("Human")
var/list/species_allowed = list("Human", "Slime People")
// Whether or not the accessory can be affected by colouration
var/do_colouration = 1
+3 -1
View File
@@ -75,7 +75,9 @@ var/global/list/limb_icon_cache = list()
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
if(hair_style && (species.name in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
if(species.name in list("Slime People")) // I am el worstos
hair_s.Blend(rgb(owner.r_skin, owner.g_skin, owner.b_skin, 160), ICON_AND)
else if(hair_style.do_colouration)
hair_s.Blend(rgb(owner.r_hair, owner.g_hair, owner.b_hair), ICON_ADD)
overlays |= hair_s