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Converts Mob Colours to Hexadecimal
No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
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+10
-13
@@ -384,7 +384,7 @@ var/record_id_num = 1001
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// Proper Skin color - Fix, you can't have HAS_SKIN_TONE *and* HAS_SKIN_COLOR
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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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preview_icon.Blend(H.skin_colour, ICON_ADD)
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//Tail Markings
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var/icon/t_marking_s
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@@ -402,10 +402,7 @@ var/record_id_num = 1001
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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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if(!eyes_organ)
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return
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var/eye_red = eyes_organ.eye_colour[1]
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var/eye_green = eyes_organ.eye_colour[2]
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var/eye_blue = eyes_organ.eye_colour[3]
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eyes_s.Blend(rgb(eye_red, eye_green, eye_blue), ICON_ADD)
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eyes_s.Blend(eyes_organ.eye_colour, 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[head_organ.h_style]
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@@ -414,14 +411,14 @@ var/record_id_num = 1001
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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(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_AND)
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hair_s.Blend("[H.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
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else
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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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hair_s.Blend(head_organ.hair_colour, ICON_ADD)
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if(hair_style.secondary_theme)
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var/icon/hair_secondary_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_[hair_style.secondary_theme]_s")
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if(!hair_style.no_sec_colour)
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hair_secondary_s.Blend(rgb(head_organ.r_hair_sec, head_organ.g_hair_sec, head_organ.b_hair_sec), ICON_ADD)
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hair_secondary_s.Blend(head_organ.sec_hair_colour, ICON_ADD)
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hair_s.Blend(hair_secondary_s, ICON_OVERLAY)
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face_s.Blend(hair_s, ICON_OVERLAY)
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@@ -431,21 +428,21 @@ var/record_id_num = 1001
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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(head_organ.r_headacc, head_organ.g_headacc, head_organ.b_headacc), ICON_ADD)
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head_accessory_s.Blend(head_organ.headacc_colour, 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[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(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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facial_s.Blend("[H.skin_colour]A0", ICON_ADD) //A0 = 160 alpha.
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else
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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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facial_s.Blend(head_organ.facial_colour, ICON_ADD)
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if(facial_hair_style.secondary_theme)
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var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_theme]_s")
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if(!facial_hair_style.no_sec_colour)
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facial_secondary_s.Blend(rgb(head_organ.r_facial_sec, head_organ.g_facial_sec, head_organ.b_facial_sec), ICON_ADD)
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facial_secondary_s.Blend(head_organ.sec_facial_colour, ICON_ADD)
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facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
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face_s.Blend(facial_s, ICON_OVERLAY)
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@@ -614,7 +611,7 @@ var/record_id_num = 1001
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if(H.body_accessory.pixel_y_offset)
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temp.Shift(NORTH, H.body_accessory.pixel_y_offset)
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if(H.species.bodyflags & HAS_SKIN_COLOR)
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temp.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), H.body_accessory.blend_mode)
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temp.Blend(H.skin_colour, H.body_accessory.blend_mode)
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if(t_marking_s)
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temp.Blend(t_marking_s, ICON_OVERLAY)
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preview_icon.Blend(temp, ICON_OVERLAY)
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