diff --git a/code/game/dna/dna2.dm b/code/game/dna/dna2.dm index 4ca8ece26e0..a15170a3956 100644 --- a/code/game/dna/dna2.dm +++ b/code/game/dna/dna2.dm @@ -406,14 +406,15 @@ var/global/list/bad_blocks[0] // Initial DNA setup. I'm kind of wondering why the hell this doesn't just call the above. // ready_dna is (hopefully) only used on mob creation, and sets the struc_enzymes_original and SE_original only once - Bone White -/datum/dna/proc/ready_dna(mob/living/carbon/human/character) +/datum/dna/proc/ready_dna(mob/living/carbon/human/character, flatten_SE = 1) ResetUIFrom(character) - ResetSE() + if(flatten_SE) + ResetSE() struc_enzymes_original = struc_enzymes // sets the original struc_enzymes when ready_dna is called - SE_original = SE + SE_original = SE.Copy() unique_enzymes = md5(character.real_name) reg_dna[unique_enzymes] = character.real_name diff --git a/code/game/dna/dna2_domutcheck.dm b/code/game/dna/dna2_domutcheck.dm index 9d8f68fd81a..eddf68c679d 100644 --- a/code/game/dna/dna2_domutcheck.dm +++ b/code/game/dna/dna2_domutcheck.dm @@ -5,7 +5,6 @@ // flags: See below, bitfield. #define MUTCHK_FORCED 1 /proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0) - for(var/datum/dna/gene/gene in dna_genes) if(!M || !M.dna) return @@ -13,38 +12,6 @@ continue domutation(gene, M, connected, flags) - // To prevent needless copy pasting of code i put this commented out section - // into domutation so domutcheck and genemutcheck can both use it. - /* - // Sanity checks, don't skip. - if(!gene.can_activate(M,flags)) - //testing("[M] - Failed to activate [gene.name] (can_activate fail).") - continue - - // Current state - var/gene_active = (gene.flags & GENE_ALWAYS_ACTIVATE) - if(!gene_active) - gene_active = M.dna.GetSEState(gene.block) - - // Prior state - var/gene_prior_status = (gene.type in M.active_genes) - var/changed = gene_active != gene_prior_status || (gene.flags & GENE_ALWAYS_ACTIVATE) - - // If gene state has changed: - if(changed) - // Gene active (or ALWAYS ACTIVATE) - if(gene_active || (gene.flags & GENE_ALWAYS_ACTIVATE)) -// testing("[gene.name] activated!") - gene.activate(M,connected,flags) - if(M) - M.active_genes |= gene.type - // If Gene is NOT active: - else -// testing("[gene.name] deactivated!") - gene.deactivate(M,connected,flags) - if(M) - M.active_genes -= gene.type - */ // Use this to force a mut check on a single gene! /proc/genemutcheck(var/mob/living/M, var/block, var/connected=null, var/flags=0) diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index c51fccc381f..eaa68fd22de 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -1571,6 +1571,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts return 1 /datum/preferences/proc/copy_to(mob/living/carbon/human/character) + var/datum/species/S = all_species[species] character.change_species(species) // Yell at me if this causes everything to melt if(be_random_name) real_name = random_name(gender,species) @@ -1583,6 +1584,8 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts else if(firstspace == name_length) real_name += "[pick(last_names)]" + character.add_language(language) + character.real_name = real_name character.name = character.real_name @@ -1645,15 +1648,30 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts else if(status == "mechanical") I.robotize() + character.dna.b_type = b_type if(disabilities & DISABILITY_FLAG_FAT && character.species.flags & CAN_BE_FAT) + character.dna.SetSEState(FATBLOCK,1,1) character.mutations += FAT character.mutations += OBESITY + character.overeatduration = 600 if(disabilities & DISABILITY_FLAG_NEARSIGHTED) + character.dna.SetSEState(GLASSESBLOCK,1,1) character.disabilities|=NEARSIGHTED if(disabilities & DISABILITY_FLAG_EPILEPTIC) + character.dna.SetSEState(EPILEPSYBLOCK,1,1) character.disabilities|=EPILEPSY if(disabilities & DISABILITY_FLAG_DEAF) + character.dna.SetSEState(DEAFBLOCK,1,1) character.sdisabilities|=DEAF + if(disabilities & DISABILITY_FLAG_MUTE) + character.dna.SetSEState(MUTEBLOCK,1,1) + character.sdisabilities |= MUTE + + S.handle_dna(character) + + if(character.dna.dirtySE) + character.dna.UpdateSE() + domutcheck(character) // Wheelchair necessary? var/obj/item/organ/external/l_foot = character.get_organ("l_foot") @@ -1694,9 +1712,14 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts message_admins("[key_name_admin(character)] has spawned with their gender as plural or neuter. Please notify coders.") character.change_gender(MALE) - character.dna.ready_dna(character) + character.dna.ready_dna(character, flatten_SE = 0) character.sync_organ_dna(assimilate=1) + // Do the initial caching of the player's body icons. + character.force_update_limbs() + character.update_eyes() + character.regenerate_icons() + /datum/preferences/proc/open_load_dialog(mob/user) var/DBQuery/query = dbcon.NewQuery("SELECT slot,real_name FROM [format_table_name("characters")] WHERE ckey='[user.ckey]' ORDER BY slot") diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index f77e2ff7ed5..0f493a22dab 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -15,505 +15,466 @@ anchored = 1 // don't get pushed around - New() - mob_list += src +/mob/new_player/New() + mob_list += src - verb/new_player_panel() - set src = usr - new_player_panel_proc() +/mob/new_player/verb/new_player_panel() + set src = usr + new_player_panel_proc() - proc/new_player_panel_proc() - var/output = "

Setup Character

" +/mob/new_player/proc/new_player_panel_proc() + var/output = "

Setup Character

" - if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) - if(!ready) output += "

Declare Ready

" - else output += "

You are ready (Cancel)

" + if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) + if(!ready) output += "

Declare Ready

" + else output += "

You are ready (Cancel)

" - else - output += "

View the Crew Manifest

" - output += "

Join Game!

" + else + output += "

View the Crew Manifest

" + output += "

Join Game!

" - output += "

Observe

" + output += "

Observe

" - if(!IsGuestKey(src.key)) - establish_db_connection() + if(!IsGuestKey(src.key)) + establish_db_connection() - if(dbcon.IsConnected()) - var/isadmin = 0 - if(src.client && src.client.holder) - isadmin = 1 - var/DBQuery/query = dbcon.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM [format_table_name("poll_vote")] WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM [format_table_name("poll_textreply")] WHERE ckey = \"[ckey]\")") - query.Execute() - var/newpoll = 0 - while(query.NextRow()) - newpoll = 1 - break + if(dbcon.IsConnected()) + var/isadmin = 0 + if(src.client && src.client.holder) + isadmin = 1 + var/DBQuery/query = dbcon.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM [format_table_name("poll_vote")] WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM [format_table_name("poll_textreply")] WHERE ckey = \"[ckey]\")") + query.Execute() + var/newpoll = 0 + while(query.NextRow()) + newpoll = 1 + break - if(newpoll) - output += "

Show Player Polls (NEW!)

" - else - output += "

Show Player Polls

" - - output += "
" - - var/datum/browser/popup = new(src, "playersetup", "
New Player Options
", 220, 290) - popup.set_window_options("can_close=0") - popup.set_content(output) - popup.open(0) - return - - Stat() - if((!ticker) || ticker.current_state == GAME_STATE_PREGAME) - statpanel("Lobby") // First tab during pre-game. - ..() - - statpanel("Status") - if (client.statpanel == "Status" && ticker) - if (ticker.current_state != GAME_STATE_PREGAME) - stat(null, "Station Time: [worldtime2text()]") - statpanel("Lobby") - if(client.statpanel=="Lobby" && ticker) - if(ticker.hide_mode) - stat("Game Mode:", "Secret") + if(newpoll) + output += "

Show Player Polls (NEW!)

" else - if(ticker.hide_mode == 0) - stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode - else - stat("Game Mode: ", "Secret") + output += "

Show Player Polls

" - if((ticker.current_state == GAME_STATE_PREGAME) && going) - stat("Time To Start:", ticker.pregame_timeleft) - if((ticker.current_state == GAME_STATE_PREGAME) && !going) - stat("Time To Start:", "DELAYED") + output += "
" - if(ticker.current_state == GAME_STATE_PREGAME) - stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]") - totalPlayers = 0 - totalPlayersReady = 0 - for(var/mob/new_player/player in player_list) - stat("[player.key]", (player.ready)?("(Playing)"):(null)) - totalPlayers++ - if(player.ready)totalPlayersReady++ + var/datum/browser/popup = new(src, "playersetup", "
New Player Options
", 220, 290) + popup.set_window_options("can_close=0") + popup.set_content(output) + popup.open(0) + return - Topic(href, href_list[]) - if(!client) return 0 +/mob/new_player/Stat() + if((!ticker) || ticker.current_state == GAME_STATE_PREGAME) + statpanel("Lobby") // First tab during pre-game. + ..() - if(href_list["show_preferences"]) - client.prefs.ShowChoices(src) - return 1 + statpanel("Status") + if (client.statpanel == "Status" && ticker) + if (ticker.current_state != GAME_STATE_PREGAME) + stat(null, "Station Time: [worldtime2text()]") + statpanel("Lobby") + if(client.statpanel=="Lobby" && ticker) + if(ticker.hide_mode) + stat("Game Mode:", "Secret") + else + if(ticker.hide_mode == 0) + stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode + else + stat("Game Mode: ", "Secret") - if(href_list["ready"]) - ready = !ready - new_player_panel_proc() + if((ticker.current_state == GAME_STATE_PREGAME) && going) + stat("Time To Start:", ticker.pregame_timeleft) + if((ticker.current_state == GAME_STATE_PREGAME) && !going) + stat("Time To Start:", "DELAYED") - if(href_list["refresh"]) - src << browse(null, "window=playersetup") //closes the player setup window - new_player_panel_proc() + if(ticker.current_state == GAME_STATE_PREGAME) + stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]") + totalPlayers = 0 + totalPlayersReady = 0 + for(var/mob/new_player/player in player_list) + stat("[player.key]", (player.ready)?("(Playing)"):(null)) + totalPlayers++ + if(player.ready)totalPlayersReady++ - if(href_list["observe"]) +/mob/new_player/Topic(href, href_list[]) + if(!client) return 0 - if(alert(src,"Are you sure you wish to observe? You cannot normally join the round after doing this!","Player Setup","Yes","No") == "Yes") - if(!client) return 1 - var/mob/dead/observer/observer = new() - src << browse(null, "window=playersetup") - spawning = 1 - src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo - - observer.started_as_observer = 1 - close_spawn_windows() - var/obj/O = locate("landmark*Observer-Start") - src << "\blue Now teleporting." - observer.loc = O.loc - observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly. - client.prefs.update_preview_icon(1) - observer.icon = client.prefs.preview_icon - observer.alpha = 127 - - if(client.prefs.be_random_name) - client.prefs.real_name = random_name(client.prefs.gender,client.prefs.species) - observer.real_name = client.prefs.real_name - observer.name = observer.real_name - if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed. - observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing! - observer.key = key - respawnable_list += observer - qdel(src) - return 1 - - if(href_list["late_join"]) - if(!ticker || ticker.current_state != GAME_STATE_PLAYING) - usr << "\red The round is either not ready, or has already finished..." - return - - if(client.prefs.species in whitelisted_species) - - if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist) - src << alert("You are currently not whitelisted to play [client.prefs.species].") - return 0 - - LateChoices() - - if(href_list["manifest"]) - ViewManifest() - - if(href_list["SelectedJob"]) - - if(!enter_allowed) - usr << "\blue There is an administrative lock on entering the game!" - return - - if(client.prefs.species in whitelisted_species) - if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist) - src << alert("You are currently not whitelisted to play [client.prefs.species].") - return 0 - - AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint) - return - - if(!ready && href_list["preference"]) - if(client) - client.prefs.process_link(src, href_list) - else if(!href_list["late_join"]) - new_player_panel() - - if(href_list["showpoll"]) - - handle_player_polling() - return - - if(href_list["pollid"]) - - var/pollid = href_list["pollid"] - if(istext(pollid)) - pollid = text2num(pollid) - if(isnum(pollid)) - src.poll_player(pollid) - return - - if(href_list["votepollid"] && href_list["votetype"]) - var/pollid = text2num(href_list["votepollid"]) - var/votetype = href_list["votetype"] - switch(votetype) - if("OPTION") - var/optionid = text2num(href_list["voteoptionid"]) - vote_on_poll(pollid, optionid) - if("TEXT") - var/replytext = href_list["replytext"] - log_text_poll_reply(pollid, replytext) - if("NUMVAL") - var/id_min = text2num(href_list["minid"]) - var/id_max = text2num(href_list["maxid"]) - - if( (id_max - id_min) > 100 ) //Basic exploit prevention - usr << "The option ID difference is too big. Please contact administration or the database admin." - return - - for(var/optionid = id_min; optionid <= id_max; optionid++) - if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to - var/rating - if(href_list["o[optionid]"] == "abstain") - rating = null - else - rating = text2num(href_list["o[optionid]"]) - if(!isnum(rating)) - return - - vote_on_numval_poll(pollid, optionid, rating) - if("MULTICHOICE") - var/id_min = text2num(href_list["minoptionid"]) - var/id_max = text2num(href_list["maxoptionid"]) - - if( (id_max - id_min) > 100 ) //Basic exploit prevention - usr << "The option ID difference is too big. Please contact administration or the database admin." - return - - for(var/optionid = id_min; optionid <= id_max; optionid++) - if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected - vote_on_poll(pollid, optionid, 1) - - proc/IsJobAvailable(rank) - var/datum/job/job = job_master.GetJob(rank) - if(!job) return 0 - if(!job.is_position_available()) return 0 - if(jobban_isbanned(src,rank)) return 0 - if(!is_job_whitelisted(src, rank)) return 0 - if(!job.player_old_enough(src.client)) return 0 - if(config.assistantlimit) - if(job.title == "Civilian") - var/count = 0 - var/datum/job/officer = job_master.GetJob("Security Officer") - var/datum/job/warden = job_master.GetJob("Warden") - var/datum/job/hos = job_master.GetJob("Head of Security") - count += (officer.current_positions + warden.current_positions + hos.current_positions) - if(job.current_positions > (config.assistantratio * count)) - if(count >= 5) // if theres more than 5 security on the station just let assistants join regardless, they should be able to handle the tide - return 1 - return 0 + if(href_list["show_preferences"]) + client.prefs.ShowChoices(src) return 1 + if(href_list["ready"]) + ready = !ready + new_player_panel_proc() - proc/AttemptLateSpawn(rank,var/spawning_at) - if (src != usr) - return 0 + if(href_list["refresh"]) + src << browse(null, "window=playersetup") //closes the player setup window + new_player_panel_proc() + + if(href_list["observe"]) + + if(alert(src,"Are you sure you wish to observe? You cannot normally join the round after doing this!","Player Setup","Yes","No") == "Yes") + if(!client) return 1 + var/mob/dead/observer/observer = new() + src << browse(null, "window=playersetup") + spawning = 1 + src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo + + observer.started_as_observer = 1 + close_spawn_windows() + var/obj/O = locate("landmark*Observer-Start") + src << "\blue Now teleporting." + observer.loc = O.loc + observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly. + client.prefs.update_preview_icon(1) + observer.icon = client.prefs.preview_icon + observer.alpha = 127 + + if(client.prefs.be_random_name) + client.prefs.real_name = random_name(client.prefs.gender,client.prefs.species) + observer.real_name = client.prefs.real_name + observer.name = observer.real_name + if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed. + observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing! + observer.key = key + respawnable_list += observer + qdel(src) + return 1 + + if(href_list["late_join"]) if(!ticker || ticker.current_state != GAME_STATE_PLAYING) usr << "\red The round is either not ready, or has already finished..." - return 0 - if(!enter_allowed) - usr << "\blue There is an administrative lock on entering the game!" - return 0 - if(!IsJobAvailable(rank)) - src << alert("[rank] is not available. Please try another.") - return 0 - - job_master.AssignRole(src, rank, 1) - - var/mob/living/character = create_character() //creates the human and transfers vars and mind - character = job_master.EquipRank(character, rank, 1) //equips the human - EquipCustomItems(character) - - // AIs don't need a spawnpoint, they must spawn at an empty core - if(character.mind.assigned_role == "AI") - - character = character.AIize(move=0) // AIize the character, but don't move them yet - - // IsJobAvailable for AI checks that there is an empty core available in this list - var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1] - empty_playable_ai_cores -= C - - character.loc = C.loc - - AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]") - ticker.mode.latespawn(character) - - qdel(C) - qdel(src) return - //Find our spawning point. - var/join_message - var/datum/spawnpoint/S + if(client.prefs.species in whitelisted_species) - if(spawning_at) - S = spawntypes[spawning_at] + if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist) + src << alert("You are currently not whitelisted to play [client.prefs.species].") + return 0 - if(S && istype(S)) - if(S.check_job_spawning(rank)) - character.loc = pick(S.turfs) - join_message = S.msg - else - character << "Your chosen spawnpoint ([S.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead." - character.loc = pick(latejoin) - join_message = "has arrived on the station" - else - character.loc = pick(latejoin) - join_message = "has arrived on the station" + LateChoices() - character.lastarea = get_area(loc) - // Moving wheelchair if they have one - if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair)) - character.buckled.loc = character.loc - character.buckled.dir = character.dir + if(href_list["manifest"]) + ViewManifest() - ticker.mode.latespawn(character) + if(href_list["SelectedJob"]) - if(character.mind.assigned_role != "Cyborg") - data_core.manifest_inject(character) - ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn - AnnounceArrival(character, rank, join_message) - callHook("latespawn", list(character)) - else - AnnounceCyborg(character, rank, join_message) - callHook("latespawn", list(character)) - qdel(src) + if(!enter_allowed) + usr << "\blue There is an administrative lock on entering the game!" + return + + if(client.prefs.species in whitelisted_species) + if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist) + src << alert("You are currently not whitelisted to play [client.prefs.species].") + return 0 + + AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint) + return + + if(!ready && href_list["preference"]) + if(client) + client.prefs.process_link(src, href_list) + else if(!href_list["late_join"]) + new_player_panel() + + if(href_list["showpoll"]) + + handle_player_polling() + return + + if(href_list["pollid"]) + + var/pollid = href_list["pollid"] + if(istext(pollid)) + pollid = text2num(pollid) + if(isnum(pollid)) + src.poll_player(pollid) + return + + if(href_list["votepollid"] && href_list["votetype"]) + var/pollid = text2num(href_list["votepollid"]) + var/votetype = href_list["votetype"] + switch(votetype) + if("OPTION") + var/optionid = text2num(href_list["voteoptionid"]) + vote_on_poll(pollid, optionid) + if("TEXT") + var/replytext = href_list["replytext"] + log_text_poll_reply(pollid, replytext) + if("NUMVAL") + var/id_min = text2num(href_list["minid"]) + var/id_max = text2num(href_list["maxid"]) + + if( (id_max - id_min) > 100 ) //Basic exploit prevention + usr << "The option ID difference is too big. Please contact administration or the database admin." + return + + for(var/optionid = id_min; optionid <= id_max; optionid++) + if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to + var/rating + if(href_list["o[optionid]"] == "abstain") + rating = null + else + rating = text2num(href_list["o[optionid]"]) + if(!isnum(rating)) + return + + vote_on_numval_poll(pollid, optionid, rating) + if("MULTICHOICE") + var/id_min = text2num(href_list["minoptionid"]) + var/id_max = text2num(href_list["maxoptionid"]) + + if( (id_max - id_min) > 100 ) //Basic exploit prevention + usr << "The option ID difference is too big. Please contact administration or the database admin." + return + + for(var/optionid = id_min; optionid <= id_max; optionid++) + if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected + vote_on_poll(pollid, optionid, 1) + +/mob/new_player/proc/IsJobAvailable(rank) + var/datum/job/job = job_master.GetJob(rank) + if(!job) return 0 + if(!job.is_position_available()) return 0 + if(jobban_isbanned(src,rank)) return 0 + if(!is_job_whitelisted(src, rank)) return 0 + if(!job.player_old_enough(src.client)) return 0 + if(config.assistantlimit) + if(job.title == "Civilian") + var/count = 0 + var/datum/job/officer = job_master.GetJob("Security Officer") + var/datum/job/warden = job_master.GetJob("Warden") + var/datum/job/hos = job_master.GetJob("Head of Security") + count += (officer.current_positions + warden.current_positions + hos.current_positions) + if(job.current_positions > (config.assistantratio * count)) + if(count >= 5) // if theres more than 5 security on the station just let assistants join regardless, they should be able to handle the tide + return 1 + return 0 + return 1 - proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message) - if (ticker.current_state == GAME_STATE_PLAYING) - var/ailist[] = list() - for (var/mob/living/silicon/ai/A in living_mob_list) - ailist += A - if (ailist.len) - var/mob/living/silicon/ai/announcer = pick(ailist) - if(character.mind) - if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE")) - if(character.mind.role_alt_title) - rank = character.mind.role_alt_title - var/arrivalmessage = announcer.arrivalmsg - arrivalmessage = replacetext(arrivalmessage,"$name",character.real_name) - arrivalmessage = replacetext(arrivalmessage,"$rank",rank ? "[rank]" : "visitor") - arrivalmessage = replacetext(arrivalmessage,"$species",character.species.name) - arrivalmessage = replacetext(arrivalmessage,"$age",num2text(character.age)) - arrivalmessage = replacetext(arrivalmessage,"$gender",character.gender == FEMALE ? "Female" : "Male") - announcer.say(";[arrivalmessage]") - else - if(character.mind) - if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE")) - if(character.mind.role_alt_title) - rank = character.mind.role_alt_title - global_announcer.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") - - proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message) - if (ticker.current_state == GAME_STATE_PLAYING) - var/ailist[] = list() - for (var/mob/living/silicon/ai/A in living_mob_list) - ailist += A - if (ailist.len) - var/mob/living/silicon/ai/announcer = pick(ailist) - if(character.mind) - if((character.mind.special_role != "MODE")) - var/arrivalmessage = "A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"]." - announcer.say(";[arrivalmessage]") - else - if(character.mind) - if((character.mind.special_role != "MODE")) - // can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc. - global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") - - proc/LateChoices() - var/mills = world.time // 1/10 of a second, not real milliseconds but whatever - //var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something - var/mins = (mills % 36000) / 600 - var/hours = mills / 36000 - - var/dat = "
" - dat += "Round Duration: [round(hours)]h [round(mins)]m
" - - if(shuttle_master.emergency.mode >= SHUTTLE_ESCAPE) - dat += "The station has been evacuated.
" - else if(shuttle_master.emergency.mode >= SHUTTLE_CALL) - dat += "The station is currently undergoing evacuation procedures.
" - - dat += "Choose from the following open positions:
" - for(var/datum/job/job in job_master.occupations) - if(job && IsJobAvailable(job.title)) - var/active = 0 - // Only players with the job assigned and AFK for less than 10 minutes count as active - for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10) - active++ - dat += "[job.title] ([job.current_positions]) (Active: [active])
" - - dat += "
" - // Removing the old window method but leaving it here for reference -// src << browse(dat, "window=latechoices;size=300x640;can_close=1") - // Added the new browser window method - var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500) - popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css') - popup.set_content(dat) - popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc - - proc/create_character() - spawning = 1 - close_spawn_windows() - - var/mob/living/carbon/human/new_character - - var/datum/species/chosen_species - if(client.prefs.species) - chosen_species = all_species[client.prefs.species] - if(chosen_species) - // Have to recheck admin due to no usr at roundstart. Latejoins are fine though. - if(is_species_whitelisted(chosen_species) || has_admin_rights()) - new_character = new(loc, client.prefs.species) - - if(!new_character) - new_character = new(loc) - - new_character.lastarea = get_area(loc) - - var/datum/language/chosen_language - if(client.prefs.language) - chosen_language = all_languages[client.prefs.language] - if(chosen_language) - if(is_alien_whitelisted(src, client.prefs.language) || !config.usealienwhitelist || !(chosen_language.flags & WHITELISTED)) - new_character.add_language(client.prefs.language) - if(ticker.random_players || appearance_isbanned(new_character)) - client.prefs.random_character() - client.prefs.real_name = random_name(new_character.gender) - client.prefs.copy_to(new_character) - - src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo - - if(mind) - mind.active = 0 //we wish to transfer the key manually - if(mind.assigned_role == "Clown") //give them a clownname if they are a clown - new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name! - new_character.rename_self("clown") - else if(new_character.species == "Diona") - new_character.real_name = pick(diona_names) //I hate this being here of all places but unfortunately dna is based on real_name! - new_character.rename_self("diona") - mind.original = new_character - mind.transfer_to(new_character) //won't transfer key since the mind is not active - - new_character.name = real_name - new_character.dna.ready_dna(new_character) - new_character.dna.b_type = client.prefs.b_type - - if(client.prefs.disabilities & DISABILITY_FLAG_NEARSIGHTED) - new_character.dna.SetSEState(GLASSESBLOCK,1,1) - new_character.disabilities |= NEARSIGHTED - - if(client.prefs.disabilities & DISABILITY_FLAG_FAT) - new_character.mutations += FAT - new_character.overeatduration = 600 // Max overeat - - if(client.prefs.disabilities & DISABILITY_FLAG_EPILEPTIC) - new_character.dna.SetSEState(EPILEPSYBLOCK,1,1) - new_character.disabilities |= EPILEPSY - - if(client.prefs.disabilities & DISABILITY_FLAG_DEAF) - new_character.dna.SetSEState(DEAFBLOCK,1,1) - new_character.sdisabilities |= DEAF - - if(client.prefs.disabilities & DISABILITY_FLAG_BLIND) - new_character.dna.SetSEState(BLINDBLOCK,1,1) - new_character.sdisabilities |= BLIND - - if(client.prefs.disabilities & DISABILITY_FLAG_MUTE) - new_character.dna.SetSEState(MUTEBLOCK,1,1) - new_character.sdisabilities |= MUTE - - chosen_species.handle_dna(new_character) - - domutcheck(new_character) - new_character.dna.UpdateSE() - new_character.sync_organ_dna(1) //just fucking incase I guess - - // Do the initial caching of the player's body icons. - new_character.force_update_limbs() - new_character.update_eyes() - new_character.regenerate_icons() - - new_character.key = key //Manually transfer the key to log them in - - return new_character - - proc/ViewManifest() - var/dat = "" - dat += "

Crew Manifest

" - dat += data_core.get_manifest(OOC = 1) - - src << browse(dat, "window=manifest;size=370x420;can_close=1") - - Move() +/mob/new_player/proc/AttemptLateSpawn(rank,var/spawning_at) + if (src != usr) + return 0 + if(!ticker || ticker.current_state != GAME_STATE_PLAYING) + usr << "\red The round is either not ready, or has already finished..." + return 0 + if(!enter_allowed) + usr << "\blue There is an administrative lock on entering the game!" + return 0 + if(!IsJobAvailable(rank)) + src << alert("[rank] is not available. Please try another.") return 0 + job_master.AssignRole(src, rank, 1) - proc/close_spawn_windows() + var/mob/living/character = create_character() //creates the human and transfers vars and mind + character = job_master.EquipRank(character, rank, 1) //equips the human + EquipCustomItems(character) - src << browse(null, "window=latechoices") //closes late choices window - src << browse(null, "window=playersetup") //closes the player setup window - src << browse(null, "window=preferences") //closes job selection - src << browse(null, "window=mob_occupation") - src << browse(null, "window=latechoices") //closes late job selection + // AIs don't need a spawnpoint, they must spawn at an empty core + if(character.mind.assigned_role == "AI") + + character = character.AIize(move=0) // AIize the character, but don't move them yet + + // IsJobAvailable for AI checks that there is an empty core available in this list + var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1] + empty_playable_ai_cores -= C + + character.loc = C.loc + + AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [get_area(character)]") + ticker.mode.latespawn(character) + + qdel(C) + qdel(src) + return + + //Find our spawning point. + var/join_message + var/datum/spawnpoint/S + + if(spawning_at) + S = spawntypes[spawning_at] + + if(S && istype(S)) + if(S.check_job_spawning(rank)) + character.loc = pick(S.turfs) + join_message = S.msg + else + character << "Your chosen spawnpoint ([S.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead." + character.loc = pick(latejoin) + join_message = "has arrived on the station" + else + character.loc = pick(latejoin) + join_message = "has arrived on the station" + + character.lastarea = get_area(loc) + // Moving wheelchair if they have one + if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair)) + character.buckled.loc = character.loc + character.buckled.dir = character.dir + + ticker.mode.latespawn(character) + + if(character.mind.assigned_role != "Cyborg") + data_core.manifest_inject(character) + ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn + AnnounceArrival(character, rank, join_message) + callHook("latespawn", list(character)) + else + AnnounceCyborg(character, rank, join_message) + callHook("latespawn", list(character)) + qdel(src) - proc/has_admin_rights() - return check_rights(R_ADMIN, 0, src) +/mob/new_player/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message) + if (ticker.current_state == GAME_STATE_PLAYING) + var/ailist[] = list() + for (var/mob/living/silicon/ai/A in living_mob_list) + ailist += A + if (ailist.len) + var/mob/living/silicon/ai/announcer = pick(ailist) + if(character.mind) + if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE")) + if(character.mind.role_alt_title) + rank = character.mind.role_alt_title + var/arrivalmessage = announcer.arrivalmsg + arrivalmessage = replacetext(arrivalmessage,"$name",character.real_name) + arrivalmessage = replacetext(arrivalmessage,"$rank",rank ? "[rank]" : "visitor") + arrivalmessage = replacetext(arrivalmessage,"$species",character.species.name) + arrivalmessage = replacetext(arrivalmessage,"$age",num2text(character.age)) + arrivalmessage = replacetext(arrivalmessage,"$gender",character.gender == FEMALE ? "Female" : "Male") + announcer.say(";[arrivalmessage]") + else + if(character.mind) + if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE")) + if(character.mind.role_alt_title) + rank = character.mind.role_alt_title + global_announcer.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") - proc/is_species_whitelisted(datum/species/S) - if(!S) return 1 - return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.flags & IS_WHITELISTED) +/mob/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message) + if (ticker.current_state == GAME_STATE_PLAYING) + var/ailist[] = list() + for (var/mob/living/silicon/ai/A in living_mob_list) + ailist += A + if (ailist.len) + var/mob/living/silicon/ai/announcer = pick(ailist) + if(character.mind) + if((character.mind.special_role != "MODE")) + var/arrivalmessage = "A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"]." + announcer.say(";[arrivalmessage]") + else + if(character.mind) + if((character.mind.special_role != "MODE")) + // can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc. + global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") + +/mob/new_player/proc/LateChoices() + var/mills = world.time // 1/10 of a second, not real milliseconds but whatever + //var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something + var/mins = (mills % 36000) / 600 + var/hours = mills / 36000 + + var/dat = "
" + dat += "Round Duration: [round(hours)]h [round(mins)]m
" + + if(shuttle_master.emergency.mode >= SHUTTLE_ESCAPE) + dat += "The station has been evacuated.
" + else if(shuttle_master.emergency.mode >= SHUTTLE_CALL) + dat += "The station is currently undergoing evacuation procedures.
" + + dat += "Choose from the following open positions:
" + for(var/datum/job/job in job_master.occupations) + if(job && IsJobAvailable(job.title)) + var/active = 0 + // Only players with the job assigned and AFK for less than 10 minutes count as active + for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10) + active++ + dat += "[job.title] ([job.current_positions]) (Active: [active])
" + + dat += "
" + // Removing the old window method but leaving it here for reference +// src << browse(dat, "window=latechoices;size=300x640;can_close=1") + // Added the new browser window method + var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500) + popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css') + popup.set_content(dat) + popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc + +/mob/new_player/proc/create_character() + spawning = 1 + close_spawn_windows() + + check_prefs_are_sane() + var/mob/living/carbon/human/new_character = new(loc) + new_character.lastarea = get_area(loc) + + if(ticker.random_players || appearance_isbanned(new_character)) + client.prefs.random_character() + client.prefs.real_name = random_name(client.prefs.gender) + client.prefs.copy_to(new_character) + + src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo + + if(mind) + mind.active = 0 //we wish to transfer the key manually + if(mind.assigned_role == "Clown") //give them a clownname if they are a clown + new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name! + new_character.rename_self("clown") + else if(new_character.species == "Diona") + new_character.real_name = pick(diona_names) //I hate this being here of all places but unfortunately dna is based on real_name! + new_character.rename_self("diona") + mind.original = new_character + mind.transfer_to(new_character) //won't transfer key since the mind is not active + + + new_character.key = key //Manually transfer the key to log them in + + return new_character + +// This is to check that the player only has preferences set that they're supposed to +/mob/new_player/proc/check_prefs_are_sane() + var/datum/species/chosen_species + if(client.prefs.species) + chosen_species = all_species[client.prefs.species] + if(!(chosen_species && (is_species_whitelisted(chosen_species) || has_admin_rights()))) + // Have to recheck admin due to no usr at roundstart. Latejoins are fine though. + log_to_dd("[src] had species [client.prefs.species], though they weren't supposed to. Setting to Human.") + client.prefs.species = "Human" + + var/datum/language/chosen_language + if(client.prefs.language) + chosen_language = all_languages[client.prefs.language] + if(!((chosen_language || client.prefs.language == "None") && (is_alien_whitelisted(src, client.prefs.language) || !config.usealienwhitelist || !(chosen_language.flags & WHITELISTED)))) + log_to_dd("[src] had language [client.prefs.language], though they weren't supposed to. Setting to None.") + client.prefs.language = "None" + +/mob/new_player/proc/ViewManifest() + var/dat = "" + dat += "

Crew Manifest

" + dat += data_core.get_manifest(OOC = 1) + + src << browse(dat, "window=manifest;size=370x420;can_close=1") + +/mob/new_player/Move() + return 0 + + +/mob/new_player/proc/close_spawn_windows() + src << browse(null, "window=latechoices") //closes late choices window + src << browse(null, "window=playersetup") //closes the player setup window + src << browse(null, "window=preferences") //closes job selection + src << browse(null, "window=mob_occupation") + src << browse(null, "window=latechoices") //closes late job selection + + +/mob/new_player/proc/has_admin_rights() + return check_rights(R_ADMIN, 0, src) + +/mob/new_player/proc/is_species_whitelisted(datum/species/S) + if(!S) return 1 + return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.flags & IS_WHITELISTED) /mob/new_player/get_species() var/datum/species/chosen_species diff --git a/code/modules/mob/new_player/preferences_setup.dm b/code/modules/mob/new_player/preferences_setup.dm index e8b9f948ee7..aed5d50939e 100644 --- a/code/modules/mob/new_player/preferences_setup.dm +++ b/code/modules/mob/new_player/preferences_setup.dm @@ -1,849 +1,848 @@ -datum/preferences - //The mob should have a gender you want before running this proc. Will run fine without H - proc/random_character(gender_override) - if(gender_override) - gender = gender_override +//The mob should have a gender you want before running this proc. Will run fine without H +/datum/preferences/proc/random_character(gender_override) + if(gender_override) + gender = gender_override + else + gender = pick(MALE, FEMALE) + underwear = random_underwear(gender, species) + undershirt = random_undershirt(gender, species) + socks = random_socks(gender, species) + if(species == "Human") + s_tone = random_skin_tone() + h_style = random_hair_style(gender, species) + f_style = random_facial_hair_style(gender, species) + if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Machine" || species == "Vulpkanin") + randomize_hair_color("hair") + randomize_hair_color("facial") + randomize_eyes_color() + if(species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Vulpkanin") + randomize_skin_color() + backbag = 2 + age = rand(AGE_MIN,AGE_MAX) + + +/datum/preferences/proc/randomize_hair_color(var/target = "hair") + if(prob (75) && target == "facial") // Chance to inherit hair color + r_facial = r_hair + g_facial = g_hair + b_facial = b_hair + return + + var/red + var/green + var/blue + + var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk") + switch(col) + if("blonde") + red = 255 + green = 255 + blue = 0 + if("black") + red = 0 + green = 0 + blue = 0 + if("chestnut") + red = 153 + green = 102 + blue = 51 + if("copper") + red = 255 + green = 153 + blue = 0 + if("brown") + red = 102 + green = 51 + blue = 0 + if("wheat") + red = 255 + green = 255 + blue = 153 + if("old") + red = rand (100, 255) + green = red + blue = red + if("punk") + red = rand (0, 255) + green = rand (0, 255) + blue = rand (0, 255) + + red = max(min(red + rand (-25, 25), 255), 0) + green = max(min(green + rand (-25, 25), 255), 0) + blue = max(min(blue + rand (-25, 25), 255), 0) + + switch(target) + if("hair") + r_hair = red + g_hair = green + b_hair = blue + if("facial") + r_facial = red + g_facial = green + b_facial = blue + +/datum/preferences/proc/randomize_eyes_color() + var/red + var/green + var/blue + + var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino") + switch(col) + if("black") + red = 0 + green = 0 + blue = 0 + if("grey") + red = rand (100, 200) + green = red + blue = red + if("brown") + red = 102 + green = 51 + blue = 0 + if("chestnut") + red = 153 + green = 102 + blue = 0 + if("blue") + red = 51 + green = 102 + blue = 204 + if("lightblue") + red = 102 + green = 204 + blue = 255 + if("green") + red = 0 + green = 102 + blue = 0 + if("albino") + red = rand (200, 255) + green = rand (0, 150) + blue = rand (0, 150) + + red = max(min(red + rand (-25, 25), 255), 0) + green = max(min(green + rand (-25, 25), 255), 0) + blue = max(min(blue + rand (-25, 25), 255), 0) + + r_eyes = red + g_eyes = green + b_eyes = blue + +/datum/preferences/proc/randomize_skin_color() + var/red + var/green + var/blue + + var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino") + switch(col) + if("black") + red = 0 + green = 0 + blue = 0 + if("grey") + red = rand (100, 200) + green = red + blue = red + if("brown") + red = 102 + green = 51 + blue = 0 + if("chestnut") + red = 153 + green = 102 + blue = 0 + if("blue") + red = 51 + green = 102 + blue = 204 + if("lightblue") + red = 102 + green = 204 + blue = 255 + if("green") + red = 0 + green = 102 + blue = 0 + if("albino") + red = rand (200, 255) + green = rand (0, 150) + blue = rand (0, 150) + + red = max(min(red + rand (-25, 25), 255), 0) + green = max(min(green + rand (-25, 25), 255), 0) + blue = max(min(blue + rand (-25, 25), 255), 0) + + r_skin = red + g_skin = green + b_skin = blue + +/datum/preferences/proc/blend_backpack(var/icon/clothes_s,var/backbag,var/satchel,var/backpack="backpack") + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', backpack), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', satchel), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + return clothes_s + +/datum/preferences/proc/update_preview_icon(var/for_observer=0) //seriously. This is horrendous. + qdel(preview_icon_front) + qdel(preview_icon_side) + qdel(preview_icon) + + var/g = "m" + if(gender == FEMALE) g = "f" + + var/icon/icobase + var/datum/species/current_species = all_species[species] + + if(current_species) + icobase = current_species.icobase + else + icobase = 'icons/mob/human_races/r_human.dmi' + + var/fat="" + if(disabilities&DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT) + fat="_fat" + preview_icon = new /icon(icobase, "torso_[g][fat]") + preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY) + preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY) + + //Tail + if(current_species && (current_species.bodyflags & HAS_TAIL)) + var/tail_icon + var/tail_icon_state + + if(body_accessory) + var/datum/body_accessory/accessory = body_accessory_by_name[body_accessory] + tail_icon = accessory.icon + tail_icon_state = accessory.icon_state else - gender = pick(MALE, FEMALE) - underwear = random_underwear(gender, species) - undershirt = random_undershirt(gender, species) - socks = random_socks(gender, species) - if(species == "Human") - s_tone = random_skin_tone() - h_style = random_hair_style(gender, species) - f_style = random_facial_hair_style(gender, species) - if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Machine" || species == "Vulpkanin") - randomize_hair_color("hair") - randomize_hair_color("facial") - randomize_eyes_color() - if(species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Vulpkanin") - randomize_skin_color() - backbag = 2 - age = rand(AGE_MIN,AGE_MAX) + tail_icon = "icons/effects/species.dmi" + tail_icon_state = "[current_species.tail]_s" + var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state) + preview_icon.Blend(temp, ICON_OVERLAY) - proc/randomize_hair_color(var/target = "hair") - if(prob (75) && target == "facial") // Chance to inherit hair color - r_facial = r_hair - g_facial = g_hair - b_facial = b_hair - return + for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand")) + if(organ_data[name] == "amputated") continue + if(organ_data[name] == "cyborg") + var/datum/robolimb/R + if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]] + if(!R) R = basic_robolimb + preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic. + continue + preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY) - var/red - var/green - var/blue + // Skin color + if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR)) + preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD) - var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk") - switch(col) - if("blonde") - red = 255 - green = 255 - blue = 0 - if("black") - red = 0 - green = 0 - blue = 0 - if("chestnut") - red = 153 - green = 102 - blue = 51 - if("copper") - red = 255 - green = 153 - blue = 0 - if("brown") - red = 102 - green = 51 - blue = 0 - if("wheat") - red = 255 - green = 255 - blue = 153 - if("old") - red = rand (100, 255) - green = red - blue = red - if("punk") - red = rand (0, 255) - green = rand (0, 255) - blue = rand (0, 255) - - red = max(min(red + rand (-25, 25), 255), 0) - green = max(min(green + rand (-25, 25), 255), 0) - blue = max(min(blue + rand (-25, 25), 255), 0) - - switch(target) - if("hair") - r_hair = red - g_hair = green - b_hair = blue - if("facial") - r_facial = red - g_facial = green - b_facial = blue - - proc/randomize_eyes_color() - var/red - var/green - var/blue - - var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino") - switch(col) - if("black") - red = 0 - green = 0 - blue = 0 - if("grey") - red = rand (100, 200) - green = red - blue = red - if("brown") - red = 102 - green = 51 - blue = 0 - if("chestnut") - red = 153 - green = 102 - blue = 0 - if("blue") - red = 51 - green = 102 - blue = 204 - if("lightblue") - red = 102 - green = 204 - blue = 255 - if("green") - red = 0 - green = 102 - blue = 0 - if("albino") - red = rand (200, 255) - green = rand (0, 150) - blue = rand (0, 150) - - red = max(min(red + rand (-25, 25), 255), 0) - green = max(min(green + rand (-25, 25), 255), 0) - blue = max(min(blue + rand (-25, 25), 255), 0) - - r_eyes = red - g_eyes = green - b_eyes = blue - - proc/randomize_skin_color() - var/red - var/green - var/blue - - var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino") - switch(col) - if("black") - red = 0 - green = 0 - blue = 0 - if("grey") - red = rand (100, 200) - green = red - blue = red - if("brown") - red = 102 - green = 51 - blue = 0 - if("chestnut") - red = 153 - green = 102 - blue = 0 - if("blue") - red = 51 - green = 102 - blue = 204 - if("lightblue") - red = 102 - green = 204 - blue = 255 - if("green") - red = 0 - green = 102 - blue = 0 - if("albino") - red = rand (200, 255) - green = rand (0, 150) - blue = rand (0, 150) - - red = max(min(red + rand (-25, 25), 255), 0) - green = max(min(green + rand (-25, 25), 255), 0) - blue = max(min(blue + rand (-25, 25), 255), 0) - - r_skin = red - g_skin = green - b_skin = blue - - proc/blend_backpack(var/icon/clothes_s,var/backbag,var/satchel,var/backpack="backpack") - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', backpack), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', satchel), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - return clothes_s - - proc/update_preview_icon(var/for_observer=0) //seriously. This is horrendous. - qdel(preview_icon_front) - qdel(preview_icon_side) - qdel(preview_icon) - - var/g = "m" - if(gender == FEMALE) g = "f" - - var/icon/icobase - var/datum/species/current_species = all_species[species] - - if(current_species) - icobase = current_species.icobase + // Skin tone + if(current_species && (current_species.bodyflags & HAS_SKIN_TONE)) + if (s_tone >= 0) + preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD) else - icobase = 'icons/mob/human_races/r_human.dmi' + preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT) - var/fat="" - if(disabilities&DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT) - fat="_fat" - preview_icon = new /icon(icobase, "torso_[g][fat]") - preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY) - preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY) - - //Tail - if(current_species && (current_species.bodyflags & HAS_TAIL)) - var/tail_icon - var/tail_icon_state - - if(body_accessory) - var/datum/body_accessory/accessory = body_accessory_by_name[body_accessory] - tail_icon = accessory.icon - tail_icon_state = accessory.icon_state - else - tail_icon = "icons/effects/species.dmi" - tail_icon_state = "[current_species.tail]_s" - - var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state) - preview_icon.Blend(temp, ICON_OVERLAY) - - for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand")) - if(organ_data[name] == "amputated") continue - if(organ_data[name] == "cyborg") - var/datum/robolimb/R - if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]] - if(!R) R = basic_robolimb - preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic. - continue - preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY) - - // Skin color - if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR)) - preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD) - - // Skin tone - if(current_species && (current_species.bodyflags & HAS_SKIN_TONE)) - if (s_tone >= 0) - preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD) - else - preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT) - - //Body Markings - if(current_species && (current_species.bodyflags & HAS_MARKINGS)) - var/datum/sprite_accessory/marking_style = marking_styles_list[m_style] - if(marking_style && marking_style.species_allowed) - var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s") - markings_s.Blend(rgb(r_markings, g_markings, b_markings), ICON_ADD) - preview_icon.Blend(markings_s, ICON_OVERLAY) + //Body Markings + if(current_species && (current_species.bodyflags & HAS_MARKINGS)) + var/datum/sprite_accessory/marking_style = marking_styles_list[m_style] + if(marking_style && marking_style.species_allowed) + var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s") + markings_s.Blend(rgb(r_markings, g_markings, b_markings), ICON_ADD) + preview_icon.Blend(markings_s, ICON_OVERLAY) - var/icon/face_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "bald_s") - if(!(current_species.bodyflags & NO_EYES)) - var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s") - eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD) - face_s.Blend(eyes_s, ICON_OVERLAY) + var/icon/face_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "bald_s") + if(!(current_species.bodyflags & NO_EYES)) + var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s") + eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD) + face_s.Blend(eyes_s, ICON_OVERLAY) - var/datum/sprite_accessory/hair_style = hair_styles_list[h_style] - if(hair_style) - var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") - if(current_species.name == "Slime People") // whee I am part of the problem - hair_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_ADD) - else - hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD) - face_s.Blend(hair_s, ICON_OVERLAY) + var/datum/sprite_accessory/hair_style = hair_styles_list[h_style] + if(hair_style) + var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") + if(current_species.name == "Slime People") // whee I am part of the problem + hair_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_ADD) + else + hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD) + face_s.Blend(hair_s, ICON_OVERLAY) - //Head Accessory - if(current_species && (current_species.bodyflags & HAS_HEAD_ACCESSORY)) - var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[ha_style] - if(head_accessory_style && head_accessory_style.species_allowed) - var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s") - head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD) - face_s.Blend(head_accessory_s, ICON_OVERLAY) + //Head Accessory + if(current_species && (current_species.bodyflags & HAS_HEAD_ACCESSORY)) + var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[ha_style] + if(head_accessory_style && head_accessory_style.species_allowed) + var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s") + head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD) + face_s.Blend(head_accessory_s, ICON_OVERLAY) - var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style] - if(facial_hair_style && facial_hair_style.species_allowed) - var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s") - if(current_species.name == "Slime People") // whee I am part of the problem - 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) - face_s.Blend(facial_s, ICON_OVERLAY) + var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style] + if(facial_hair_style && facial_hair_style.species_allowed) + var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s") + if(current_species.name == "Slime People") // whee I am part of the problem + 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) + face_s.Blend(facial_s, ICON_OVERLAY) - var/icon/underwear_s = null - if(underwear && (current_species.clothing_flags & HAS_UNDERWEAR)) - var/datum/sprite_accessory/underwear/U = underwear_list[underwear] - if(U) - underwear_s = new/icon(U.icon, "uw_[U.icon_state]_s", ICON_OVERLAY) + var/icon/underwear_s = null + if(underwear && (current_species.clothing_flags & HAS_UNDERWEAR)) + var/datum/sprite_accessory/underwear/U = underwear_list[underwear] + if(U) + underwear_s = new/icon(U.icon, "uw_[U.icon_state]_s", ICON_OVERLAY) - var/icon/undershirt_s = null - if(undershirt && (current_species.clothing_flags & HAS_UNDERSHIRT)) - var/datum/sprite_accessory/undershirt/U2 = undershirt_list[undershirt] - if(U2) - undershirt_s = new/icon(U2.icon, "us_[U2.icon_state]_s", ICON_OVERLAY) + var/icon/undershirt_s = null + if(undershirt && (current_species.clothing_flags & HAS_UNDERSHIRT)) + var/datum/sprite_accessory/undershirt/U2 = undershirt_list[undershirt] + if(U2) + undershirt_s = new/icon(U2.icon, "us_[U2.icon_state]_s", ICON_OVERLAY) - var/icon/socks_s = null - if(socks && (current_species.clothing_flags & HAS_SOCKS)) - var/datum/sprite_accessory/socks/U3 = socks_list[socks] - if(U3) - socks_s = new/icon(U3.icon, "sk_[U3.icon_state]_s", ICON_OVERLAY) + var/icon/socks_s = null + if(socks && (current_species.clothing_flags & HAS_SOCKS)) + var/datum/sprite_accessory/socks/U3 = socks_list[socks] + if(U3) + socks_s = new/icon(U3.icon, "sk_[U3.icon_state]_s", ICON_OVERLAY) - var/icon/clothes_s = null - var/uniform_dmi='icons/mob/uniform.dmi' - if(disabilities&DISABILITY_FLAG_FAT) - uniform_dmi='icons/mob/uniform_fat.dmi' - if(job_support_low & CIVILIAN)//This gives the preview icon clothes depending on which job(if any) is set to 'high' - clothes_s = new /icon(uniform_dmi, "grey_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(backbag == 2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - else if(backbag == 3 || backbag == 4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + var/icon/clothes_s = null + var/uniform_dmi='icons/mob/uniform.dmi' + if(disabilities&DISABILITY_FLAG_FAT) + uniform_dmi='icons/mob/uniform_fat.dmi' + if(job_support_low & CIVILIAN)//This gives the preview icon clothes depending on which job(if any) is set to 'high' + clothes_s = new /icon(uniform_dmi, "grey_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(backbag == 2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + else if(backbag == 3 || backbag == 4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - else if(job_support_high)//I hate how this looks, but there's no reason to go through this switch if it's empty - switch(job_support_high) - if(HOP) - clothes_s = new /icon(uniform_dmi, "hop_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "ianshirt"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(BARTENDER) - clothes_s = new /icon(uniform_dmi, "ba_suit_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "tophat"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(BOTANIST) - clothes_s = new /icon(uniform_dmi, "hydroponics_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "nymph"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-hyd"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CHEF) - clothes_s = new /icon(uniform_dmi, "chef_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "chefhat"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apronchef"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(JANITOR) - clothes_s = new /icon(uniform_dmi, "janitor_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_janitor"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(LIBRARIAN) - clothes_s = new /icon(uniform_dmi, "red_suit_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "hairflower"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(QUARTERMASTER) - clothes_s = new /icon(uniform_dmi, "qm_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "poncho"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CARGOTECH) - clothes_s = new /icon(uniform_dmi, "cargotech_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "flat_cap"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(MINER) - clothes_s = new /icon(uniform_dmi, "miner_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "bearpelt"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(LAWYER) - clothes_s = new /icon(uniform_dmi, "internalaffairs_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "briefcase"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CHAPLAIN) - clothes_s = new /icon(uniform_dmi, "chapblack_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "imperium_monk"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CLOWN) - clothes_s = new /icon(uniform_dmi, "clown_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "clown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY) - if(MIME) - clothes_s = new /icon(uniform_dmi, "mime_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - - else if(job_medsci_high) - switch(job_medsci_high) - if(RD) - clothes_s = new /icon(uniform_dmi, "director_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "petehat"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(SCIENTIST) - clothes_s = new /icon(uniform_dmi, "toxinswhite_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "metroid"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CHEMIST) - clothes_s = new /icon(uniform_dmi, "chemistrywhite_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labgreen"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-chem"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CMO) - clothes_s = new /icon(uniform_dmi, "cmo_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_cmo"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(DOCTOR) - clothes_s = new /icon(uniform_dmi, "medical_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "surgeon"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(GENETICIST) - clothes_s = new /icon(uniform_dmi, "geneticswhite_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "monkeysuit"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-gen"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(VIROLOGIST) - clothes_s = new /icon(uniform_dmi, "virologywhite_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "plaguedoctor"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-vir"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(PSYCHIATRIST) - clothes_s = new /icon(uniform_dmi, "psych_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(PARAMEDIC) - clothes_s = new /icon(uniform_dmi, "paramedic_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigoff"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "bluesoft"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) - if(ROBOTICIST) - clothes_s = new /icon(uniform_dmi, "robotics_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - - else if(job_engsec_high) - switch(job_engsec_high) - if(CAPTAIN) - clothes_s = new /icon(uniform_dmi, "captain_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "centcomcaptain"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-cap"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(HOS) - clothes_s = new /icon(uniform_dmi, "hosred_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_hos"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(WARDEN) - clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s") - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "slippers_worn"), ICON_OVERLAY) - else - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(DETECTIVE) - clothes_s = new /icon(uniform_dmi, "detective_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(OFFICER) - clothes_s = new /icon(uniform_dmi, "secred_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_officer"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CHIEF) - clothes_s = new /icon(uniform_dmi, "chief_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "blueprints"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(ENGINEER) - clothes_s = new /icon(uniform_dmi, "engine_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hazard"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(ATMOSTECH) - clothes_s = new /icon(uniform_dmi, "atmos_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) - if(prob(1)) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "firesuit"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - - if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character - clothes_s = new /icon(uniform_dmi, "grey_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "straight_jacket"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY) - if(backbag == 2) + else if(job_support_high)//I hate how this looks, but there's no reason to go through this switch if it's empty + switch(job_support_high) + if(HOP) + clothes_s = new /icon(uniform_dmi, "hop_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "ianshirt"), ICON_OVERLAY) + switch(backbag) + if(2) clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - else if(backbag == 3 || backbag == 4) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(CYBORG) - clothes_s = new /icon(uniform_dmi, "grey_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "cardborg"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY) - if(backbag == 2) + if(BARTENDER) + clothes_s = new /icon(uniform_dmi, "ba_suit_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "tophat"), ICON_OVERLAY) + switch(backbag) + if(2) clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - else if(backbag == 3 || backbag == 4) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - else if(job_karma_high) - switch(job_karma_high) - if(MECHANIC) - clothes_s = new /icon(uniform_dmi, "mechanic_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(PILOT) - clothes_s = new /icon(uniform_dmi, "secred_s") + if(BOTANIST) + clothes_s = new /icon(uniform_dmi, "hydroponics_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "nymph"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-hyd"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CHEF) + clothes_s = new /icon(uniform_dmi, "chef_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "chefhat"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apronchef"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(JANITOR) + clothes_s = new /icon(uniform_dmi, "janitor_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_janitor"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(LIBRARIAN) + clothes_s = new /icon(uniform_dmi, "red_suit_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "hairflower"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(QUARTERMASTER) + clothes_s = new /icon(uniform_dmi, "qm_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "poncho"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CARGOTECH) + clothes_s = new /icon(uniform_dmi, "cargotech_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "flat_cap"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(MINER) + clothes_s = new /icon(uniform_dmi, "miner_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "bearpelt"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(LAWYER) + clothes_s = new /icon(uniform_dmi, "internalaffairs_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "briefcase"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CHAPLAIN) + clothes_s = new /icon(uniform_dmi, "chapblack_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "imperium_monk"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CLOWN) + clothes_s = new /icon(uniform_dmi, "clown_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "clown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY) + if(MIME) + clothes_s = new /icon(uniform_dmi, "mime_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + + else if(job_medsci_high) + switch(job_medsci_high) + if(RD) + clothes_s = new /icon(uniform_dmi, "director_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "petehat"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(SCIENTIST) + clothes_s = new /icon(uniform_dmi, "toxinswhite_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "metroid"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CHEMIST) + clothes_s = new /icon(uniform_dmi, "chemistrywhite_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labgreen"), ICON_OVERLAY) + else + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-chem"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CMO) + clothes_s = new /icon(uniform_dmi, "cmo_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_cmo"), ICON_OVERLAY) + else + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(DOCTOR) + clothes_s = new /icon(uniform_dmi, "medical_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "surgeon"), ICON_OVERLAY) + else + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(GENETICIST) + clothes_s = new /icon(uniform_dmi, "geneticswhite_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "monkeysuit"), ICON_OVERLAY) + else + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-gen"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(VIROLOGIST) + clothes_s = new /icon(uniform_dmi, "virologywhite_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "plaguedoctor"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-vir"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(PSYCHIATRIST) + clothes_s = new /icon(uniform_dmi, "psych_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(PARAMEDIC) + clothes_s = new /icon(uniform_dmi, "paramedic_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigoff"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "bluesoft"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) + if(ROBOTICIST) + clothes_s = new /icon(uniform_dmi, "robotics_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + + else if(job_engsec_high) + switch(job_engsec_high) + if(CAPTAIN) + clothes_s = new /icon(uniform_dmi, "captain_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "centcomcaptain"), ICON_OVERLAY) + else + clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-cap"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(HOS) + clothes_s = new /icon(uniform_dmi, "hosred_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_hos"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(WARDEN) + clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s") + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "slippers_worn"), ICON_OVERLAY) + else clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bomber"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(BRIGDOC) - clothes_s = new /icon(uniform_dmi, "medical_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "fr_jacket_open"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(NANO) - clothes_s = new /icon(uniform_dmi, "officer_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(BLUESHIELD) - clothes_s = new /icon(uniform_dmi, "officer_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/hands.dmi', "swat_gl"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "blueshield"), ICON_OVERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(JUDGE) - clothes_s = new /icon(uniform_dmi, "really_black_suit_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/head.dmi', "mercy_hood"), ICON_UNDERLAY) - clothes_s.Blend(new /icon('icons/mob/suit.dmi', "judge"), ICON_UNDERLAY) - switch(backbag) - if(2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - if(3) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) - if(4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(DETECTIVE) + clothes_s = new /icon(uniform_dmi, "detective_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(OFFICER) + clothes_s = new /icon(uniform_dmi, "secred_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_officer"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CHIEF) + clothes_s = new /icon(uniform_dmi, "chief_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/inhands/items_righthand.dmi', "blueprints"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(ENGINEER) + clothes_s = new /icon(uniform_dmi, "engine_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hazard"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(ATMOSTECH) + clothes_s = new /icon(uniform_dmi, "atmos_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) + if(prob(1)) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "firesuit"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - if(disabilities & NEARSIGHTED) - preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY) + if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character + clothes_s = new /icon(uniform_dmi, "grey_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "straight_jacket"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY) + if(backbag == 2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + else if(backbag == 3 || backbag == 4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(CYBORG) + clothes_s = new /icon(uniform_dmi, "grey_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "cardborg"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY) + if(backbag == 2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + else if(backbag == 3 || backbag == 4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + else if(job_karma_high) + switch(job_karma_high) + if(MECHANIC) + clothes_s = new /icon(uniform_dmi, "mechanic_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(PILOT) + clothes_s = new /icon(uniform_dmi, "secred_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bomber"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(BRIGDOC) + clothes_s = new /icon(uniform_dmi, "medical_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "fr_jacket_open"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(NANO) + clothes_s = new /icon(uniform_dmi, "officer_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(BLUESHIELD) + clothes_s = new /icon(uniform_dmi, "officer_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/hands.dmi', "swat_gl"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "blueshield"), ICON_OVERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(JUDGE) + clothes_s = new /icon(uniform_dmi, "really_black_suit_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/head.dmi', "mercy_hood"), ICON_UNDERLAY) + clothes_s.Blend(new /icon('icons/mob/suit.dmi', "judge"), ICON_UNDERLAY) + switch(backbag) + if(2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + if(3) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY) + if(4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - // Observers get tourist outfit. - if(for_observer) - clothes_s = new /icon(uniform_dmi, "tourist_s") - clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) - if(backbag == 2) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) - else if(backbag == 3 || backbag == 4) - clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) + if(disabilities & NEARSIGHTED) + preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY) - if(underwear_s) - preview_icon.Blend(underwear_s, ICON_OVERLAY) - if(undershirt_s) - preview_icon.Blend(undershirt_s, ICON_OVERLAY) - if(socks_s) - preview_icon.Blend(socks_s, ICON_OVERLAY) - if(clothes_s) - preview_icon.Blend(clothes_s, ICON_OVERLAY) - preview_icon.Blend(face_s, ICON_OVERLAY) - preview_icon_front = new(preview_icon, dir = SOUTH) - preview_icon_side = new(preview_icon, dir = WEST) + // Observers get tourist outfit. + if(for_observer) + clothes_s = new /icon(uniform_dmi, "tourist_s") + clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY) + if(backbag == 2) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY) + else if(backbag == 3 || backbag == 4) + clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY) - qdel(face_s) - qdel(underwear_s) - qdel(undershirt_s) - qdel(socks_s) - qdel(clothes_s) + if(underwear_s) + preview_icon.Blend(underwear_s, ICON_OVERLAY) + if(undershirt_s) + preview_icon.Blend(undershirt_s, ICON_OVERLAY) + if(socks_s) + preview_icon.Blend(socks_s, ICON_OVERLAY) + if(clothes_s) + preview_icon.Blend(clothes_s, ICON_OVERLAY) + preview_icon.Blend(face_s, ICON_OVERLAY) + preview_icon_front = new(preview_icon, dir = SOUTH) + preview_icon_side = new(preview_icon, dir = WEST) + + qdel(face_s) + qdel(underwear_s) + qdel(undershirt_s) + qdel(socks_s) + qdel(clothes_s)