Darkens Unathi Horns/Spines/Frills, Adds Secondary Facial Hair Colours/Support, Further Adjustment to Tigerhead/TigerheadFace Sprites

You can now colour the webbing of webbed Unathi frills independently.
Morph and CMA support has been included.
Splits tigerhead sprites into 3 versions in order to better fit the
different ears of the three species that can use it.
This commit is contained in:
KasparoVy
2016-07-19 05:58:50 -04:00
parent b38e8ea190
commit b497aafb90
19 changed files with 228 additions and 108 deletions
@@ -234,6 +234,18 @@
update_fhair()
return 1
/mob/living/carbon/human/proc/change_secondary_facial_hair_color(var/red, var/green, var/blue)
var/obj/item/organ/external/head/H = get_organ("head")
if(red == H.r_facial_sec && green == H.g_facial_sec && blue == H.b_facial_sec)
return
H.r_facial_sec = red
H.g_facial_sec = green
H.b_facial_sec = blue
update_fhair()
return 1
/mob/living/carbon/human/proc/change_head_accessory_color(var/red, var/green, var/blue)
var/obj/item/organ/external/head/H = get_organ("head")
if(red == H.r_headacc && green == H.g_headacc && blue == H.b_headacc)
@@ -271,6 +283,7 @@
b_skin = blue
force_update_limbs()
update_body()
return 1
/mob/living/carbon/human/proc/change_skin_tone(var/tone)
@@ -1586,6 +1586,9 @@
m_styles = initial(m_styles) //Wipes out markings, setting them all to "None".
m_colours = initial(m_styles) //Defaults colour to #00000 for all markings.
H.alt_head = "None"
H.ha_style = "None"
body_accessory = null
if(!dna)
dna = new /datum/dna(null)
@@ -172,7 +172,7 @@
flags = HAS_LIPS
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_PADDED | HAS_TAIL | HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS | HAS_SKIN_COLOR | TAIL_WAGGING | HAS_FUR
bodyflags = FEET_PADDED | HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED | HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS | HAS_SKIN_COLOR | HAS_FUR
dietflags = DIET_OMNI
reagent_tag = PROCESS_ORG
flesh_color = "#966464"
@@ -470,12 +470,12 @@ var/global/list/damage_icon_parts = list()
overlays_standing[FHAIR_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED))
if(update_icons) update_icons()
return
//masks and helmets can obscure our facial hair, unless we're a synthetic
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if((head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
@@ -491,6 +491,12 @@ var/global/list/damage_icon_parts = list()
facial_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_AND)
else if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(head_organ.r_facial, head_organ.g_facial, head_organ.b_facial), ICON_ADD)
if(facial_hair_style.secondary_colour)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_colour]_s")
facial_secondary_s.Blend(rgb(head_organ.r_facial_sec, head_organ.g_facial_sec, head_organ.b_facial_sec), ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
face_standing.Blend(facial_s, ICON_OVERLAY)
else
//warning("Invalid f_style for [species.name]: [f_style]")
@@ -1118,9 +1124,9 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/proc/update_tail_layer(var/update_icons=1)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER.
overlays_standing[TAIL_LAYER] = null // This will be one of two things:
// If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such.
// Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions.
overlays_standing[TAIL_LAYER] = null /* This will be one of two things:
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such.
Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
var/list/marking_styles = params2list(m_styles)
var/icon/tail_marking_icon
@@ -1143,20 +1149,20 @@ var/global/list/damage_icon_parts = list()
if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "accessory_none_s")
under.Insert(new/icon(accessory_s,dir=SOUTH),dir=SOUTH)
under.Insert(new/icon(accessory_s,dir=EAST),dir=EAST)
under.Insert(new/icon(accessory_s,dir=WEST),dir=WEST)
under.Insert(new/icon(accessory_s, dir=SOUTH), dir=SOUTH)
under.Insert(new/icon(accessory_s, dir=EAST), dir=EAST)
under.Insert(new/icon(accessory_s, dir=WEST), dir=WEST)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
// Creates a blank icon, and copies accessory_s' north direction sprite into it
// before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon state" = "accessory_none_s")
over.Insert(new/icon(accessory_s,dir=NORTH),dir=NORTH)
var/icon/over = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "accessory_none_s")
over.Insert(new/icon(accessory_s, dir=NORTH), dir=NORTH)
overlays_standing[TAIL_LAYER] = image(over, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_LAYER] = image(over, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
else if(species.tail && species.bodyflags & HAS_TAIL) //no tailless tajaran
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
@@ -1172,15 +1178,15 @@ var/global/list/damage_icon_parts = list()
under.Insert(new/icon(tail_s, dir=EAST), dir=EAST)
under.Insert(new/icon(tail_s, dir=WEST), dir=WEST)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under)
// Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "blank")
over.Insert(new/icon(tail_s, dir=NORTH), dir=NORTH)
overlays_standing[TAIL_LAYER] = image(over)
overlays_standing[TAIL_LAYER] = image(over)
else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
overlays_standing[TAIL_LAYER] = image(tail_s)
overlays_standing[TAIL_LAYER] = image(tail_s)
if(update_icons)
update_icons()
@@ -1188,9 +1194,9 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = null // SEW direction icons, overlayed by LIMBS_LAYER.
overlays_standing[TAIL_LAYER] = null // This will be one of two things:
// If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such.
// Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions.
overlays_standing[TAIL_LAYER] = null /* This will be one of two things:
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails can still appear on the outside of uniforms and such.
Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
var/list/marking_styles = params2list(m_styles)
var/icon/tail_marking_icon
@@ -1211,24 +1217,24 @@ var/global/list/damage_icon_parts = list()
accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "vulpkanin_tail_delay")
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "Vulpkanin_tail_delay")
if(body_accessory.allowed_species && (species.name in body_accessory.allowed_species))
under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.name]_tail_delay")
under.Insert(accessory_s, dir=SOUTH)
under.Insert(accessory_s, dir=EAST)
under.Insert(accessory_s, dir=WEST)
under.Insert(new/icon(accessory_s, dir=SOUTH), dir=SOUTH)
under.Insert(new/icon(accessory_s, dir=EAST), dir=EAST)
under.Insert(new/icon(accessory_s, dir=WEST), dir=WEST)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
// Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "vulpkanin_tail_delay")
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "Vulpkanin_tail_delay")
if(body_accessory.allowed_species && (species.name in body_accessory.allowed_species)) // If the user's species is in the list of allowed species for the currently selected body accessory, use the appropriate animation timing blank
over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.name]_tail_delay")
over.Insert(accessory_s, dir=NORTH)
over.Insert(new/icon(accessory_s, dir=NORTH), dir=NORTH)
overlays_standing[TAIL_LAYER] = image(over, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_LAYER] = image(over, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
else if(species.tail && species.bodyflags & HAS_TAIL)
var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]w_s")
@@ -1239,19 +1245,19 @@ var/global/list/damage_icon_parts = list()
if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.name]_tail_delay")
under.Insert(tailw_s, dir=SOUTH)
under.Insert(tailw_s, dir=EAST)
under.Insert(tailw_s, dir=WEST)
under.Insert(new/icon(tailw_s, dir=SOUTH), dir=SOUTH)
under.Insert(new/icon(tailw_s, dir=EAST), dir=EAST)
under.Insert(new/icon(tailw_s, dir=WEST), dir=WEST)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(under)
// Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.name]_tail_delay")
over.Insert(tailw_s, dir=NORTH)
over.Insert(new/icon(tailw_s, dir=NORTH), dir=NORTH)
overlays_standing[TAIL_LAYER] = image(over)
overlays_standing[TAIL_LAYER] = image(over)
else // Otherwise, since the user's tail isn't overlapped by limbs, go ahead and use default icon generation.
overlays_standing[TAIL_LAYER] = image(tailw_s)
overlays_standing[TAIL_LAYER] = image(tailw_s)
if(update_icons)
update_icons()
@@ -338,6 +338,12 @@
facial_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_ADD)
else
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
if(facial_hair_style.secondary_colour)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_colour]_s")
facial_secondary_s.Blend(rgb(r_facial_sec, g_facial_sec, b_facial_sec), ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
face_s.Blend(facial_s, ICON_OVERLAY)
var/icon/underwear_s = null
@@ -47,6 +47,7 @@
var/list/heads_allowed = null //Specifies which, if any, alt heads a head marking, hairstyle or facial hair style is compatible with.
var/list/tails_allowed = null //Specifies which, if any, tails a tail marking is compatible with.
var/marking_location //Specifies which bodypart a body marking is located on.
var/secondary_colour = null //If exists, there's a secondary colour to that hair style and the secondary colour's icon state's suffix is equal to this.
// Whether or not the accessory can be affected by colouration
var/do_colouration = 1
@@ -1107,6 +1108,12 @@
species_allowed = list("Unathi")
gender = NEUTER
una_frills_aquatic
name = "Aquatic Frills"
icon_state = "soghun_aquaticfrills"
species_allowed = list("Unathi")
gender = NEUTER
una_frills_long
name = "Long Frills"
icon_state = "soghun_longfrills"
@@ -1119,22 +1126,25 @@
species_allowed = list("Unathi")
gender = NEUTER
una_frills_webbed_aquatic
name = "Aquatic Webbed Frills"
icon_state = "soghun_aquaticfrills"
species_allowed = list("Unathi")
secondary_colour = "webbing"
gender = NEUTER
una_frills_webbed_long
name = "Long Webbed Frills"
icon_state = "soghun_longfrills_webbed"
icon_state = "soghun_longfrills"
species_allowed = list("Unathi")
secondary_colour = "webbing"
gender = NEUTER
una_frills_webbed_short
name = "Short Webbed Frills"
icon_state = "soghun_shortfrills_webbed"
species_allowed = list("Unathi")
gender = NEUTER
una_frills_webbed_aquatic
name = "Aquatic Frills"
icon_state = "soghun_aquaticfrills_webbed"
icon_state = "soghun_shortfrills"
species_allowed = list("Unathi")
secondary_colour = "webbing"
gender = NEUTER
@@ -1968,10 +1978,20 @@
species_allowed = list("Unathi", "Tajaran", "Vulpkanin")
icon_state = "markings_tiger"
/datum/sprite_accessory/body_markings/tigerhead
name = "Tiger Body and Head"
species_allowed = list("Unathi", "Tajaran", "Vulpkanin")
icon_state = "markings_tigerhead"
/datum/sprite_accessory/body_markings/tigerhead_taj
name = "Tajaran Tiger Body and Head"
species_allowed = list("Tajaran")
icon_state = "markings_tigerhead_taj"
/datum/sprite_accessory/body_markings/tigerhead_vulp
name = "Vulpkanin Tiger Body and Head"
species_allowed = list("Vulpkanin")
icon_state = "markings_tigerhead_vulp"
/datum/sprite_accessory/body_markings/tigerhead_una
name = "Unathi Tiger Body and Head"
species_allowed = list("Unathi")
icon_state = "markings_tigerhead_una"
/datum/sprite_accessory/body_markings/tigerheadface_taj
name = "Tajaran Tiger Body, Head and Face"