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Fixes some genetics issues.
Markings will now load correctly from UI and skin tone changes will now be immediately shown. Fixes a bug where changing identities to a Vulpkanin with all the markings as a changeling wouldn't load the markings, and another where it'd take a body icon update to show the change of skin tone if you were to change identity to a human. This is also a likely fix to a bug where, upon changing identities, a changeling's head would be invisible... Spooky!
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@@ -149,38 +149,20 @@
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else
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H.change_gender(MALE, 0)
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var/number_head_marks = 0
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var/number_body_marks = 0
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var/number_tail_marks = 0
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for(var/m in marking_styles_list)
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var/datum/sprite_accessory/body_markings/marking = marking_styles_list[m]
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if(marking.marking_location == "head")
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number_head_marks++
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else if(marking.marking_location == "body")
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number_body_marks++
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else if(marking.marking_location == "tail")
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number_tail_marks++
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//Head Markings
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var/head_marks = dna.GetUIValueRange(DNA_UI_HEAD_MARK_STYLE, marking_styles_list.len)
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if((head_marks > 0) && (head_marks <= number_head_marks))
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if((head_marks > 0) && (head_marks <= marking_styles_list.len))
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H.m_styles["head"] = marking_styles_list[head_marks]
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//Body Markings
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var/body_marks = dna.GetUIValueRange(DNA_UI_BODY_MARK_STYLE, marking_styles_list.len)
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if((body_marks > 0) && (body_marks <= number_body_marks))
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if((body_marks > 0) && (body_marks <= marking_styles_list.len))
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H.m_styles["body"] = marking_styles_list[body_marks]
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//Tail Markings
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var/tail_marks = dna.GetUIValueRange(DNA_UI_TAIL_MARK_STYLE, marking_styles_list.len)
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if((tail_marks > 0) && (tail_marks <= number_tail_marks))
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if((tail_marks > 0) && (tail_marks <= marking_styles_list.len))
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H.m_styles["tail"] = marking_styles_list[tail_marks]
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H.force_update_limbs()
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H.update_eyes()
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H.update_hair()
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H.update_fhair()
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H.update_markings()
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H.update_tail_layer()
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H.update_head_accessory()
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H.regenerate_icons()
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return 1
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else
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