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!
This commit is contained in:
KasparoVy
2016-11-28 19:21:03 -05:00
parent f86c5ba23b
commit de2a21e8ab
+4 -22
View File
@@ -149,38 +149,20 @@
else
H.change_gender(MALE, 0)
var/number_head_marks = 0
var/number_body_marks = 0
var/number_tail_marks = 0
for(var/m in marking_styles_list)
var/datum/sprite_accessory/body_markings/marking = marking_styles_list[m]
if(marking.marking_location == "head")
number_head_marks++
else if(marking.marking_location == "body")
number_body_marks++
else if(marking.marking_location == "tail")
number_tail_marks++
//Head Markings
var/head_marks = dna.GetUIValueRange(DNA_UI_HEAD_MARK_STYLE, marking_styles_list.len)
if((head_marks > 0) && (head_marks <= number_head_marks))
if((head_marks > 0) && (head_marks <= marking_styles_list.len))
H.m_styles["head"] = marking_styles_list[head_marks]
//Body Markings
var/body_marks = dna.GetUIValueRange(DNA_UI_BODY_MARK_STYLE, marking_styles_list.len)
if((body_marks > 0) && (body_marks <= number_body_marks))
if((body_marks > 0) && (body_marks <= marking_styles_list.len))
H.m_styles["body"] = marking_styles_list[body_marks]
//Tail Markings
var/tail_marks = dna.GetUIValueRange(DNA_UI_TAIL_MARK_STYLE, marking_styles_list.len)
if((tail_marks > 0) && (tail_marks <= number_tail_marks))
if((tail_marks > 0) && (tail_marks <= marking_styles_list.len))
H.m_styles["tail"] = marking_styles_list[tail_marks]
H.force_update_limbs()
H.update_eyes()
H.update_hair()
H.update_fhair()
H.update_markings()
H.update_tail_layer()
H.update_head_accessory()
H.regenerate_icons()
return 1
else