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https://github.com/ParadiseSS13/Paradise.git
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halp
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@@ -413,7 +413,7 @@ var/record_id_num = 1001
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eyes_s.Blend(rgb(eye_red, eye_green, eye_blue), ICON_ADD)
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face_s.Blend(eyes_s, ICON_OVERLAY)
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var/datum/sprite_accessory/hair_style = hair_styles_list[head_organ.h_style]
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var/datum/sprite_accessory/hair_style = hair_styles_full_list[head_organ.h_style]
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if(hair_style)
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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// I'll want to make a species-specific proc for this sooner or later
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@@ -185,9 +185,9 @@
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/datum/dna/proc/write_head_attributes(obj/item/organ/external/head/head_organ)
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//Hair
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var/hair = GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_list.len)
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if((hair > 0) && (hair <= hair_styles_list.len))
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head_organ.h_style = hair_styles_list[hair]
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var/hair = GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_full_list.len)
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if((hair > 0) && (hair <= hair_styles_full_list.len))
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head_organ.h_style = hair_styles_full_list[hair]
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head_organ.r_hair = GetUIValueRange(DNA_UI_HAIR_R, 255)
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head_organ.g_hair = GetUIValueRange(DNA_UI_HAIR_G, 255)
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@@ -251,7 +251,7 @@
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return
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if(!H.h_style)
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H.h_style = "Skinhead"
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var/hair = hair_styles_list.Find(H.h_style)
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var/hair = hair_styles_full_list.Find(H.h_style)
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// Facial Hair
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if(!H.f_style)
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@@ -283,6 +283,6 @@
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SetUIValueRange(DNA_UI_HACC_G, H.g_headacc, 255, 1)
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SetUIValueRange(DNA_UI_HACC_B, H.b_headacc, 255, 1)
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SetUIValueRange(DNA_UI_HAIR_STYLE, hair, hair_styles_list.len, 1)
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SetUIValueRange(DNA_UI_HAIR_STYLE, hair, hair_styles_full_list.len, 1)
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SetUIValueRange(DNA_UI_BEARD_STYLE, beard, facial_hair_styles_list.len, 1)
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SetUIValueRange(DNA_UI_HACC_STYLE, headacc, head_accessory_styles_list.len, 1)
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@@ -766,7 +766,7 @@ var/global/list/damage_icon_parts = list()
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else
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new_glasses = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]")
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var/datum/sprite_accessory/hair/hair_style = hair_styles_list[head_organ.h_style]
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var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
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if(hair_style && hair_style.glasses_over) //Select which layer to use based on the properties of the hair style. Hair styles with hair that don't overhang the arms of the glasses should have glasses_over set to a positive value.
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overlays_standing[GLASSES_OVER_LAYER] = new_glasses
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else
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@@ -314,7 +314,7 @@
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/head/head_organ = H.get_organ("head")
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var/datum/sprite_accessory/tmp_hair_style = hair_styles_list["Very Long Hair"]
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var/datum/sprite_accessory/tmp_hair_style = hair_styles_full_list["Very Long Hair"]
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var/datum/sprite_accessory/tmp_facial_hair_style = facial_hair_styles_list["Very Long Beard"]
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if(head_organ.species.name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them.
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@@ -148,7 +148,7 @@ var/global/list/limb_icon_cache = list()
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overlays |= facial_s
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if(h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
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var/datum/sprite_accessory/hair_style = hair_styles_full_list[h_style]
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if(hair_style && ((species.name in hair_style.species_allowed) || (src.species.flags & ALL_RPARTS)))
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(species.name == "Slime People") // I am el worstos
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