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Expands "genderless" to all species, adds body-type option, removes some gender checks (#23910)
* adds most body type support, removes some gender checks * remove gender from species, accessories * restore pick_list * re-adds limitations on accessories * Universal access to body hair * remove unused var * Update example config, some preference saving code * updates tgui bundle * oops * Remove formatting * hopefully undoes formatting changes * dammit * been meaning to fix this one for a while * dgamer reviews * move body_type into human_defines * sql file changes * update tgui * Update db code * bump versions --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com>
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@@ -151,7 +151,7 @@
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return mob_icon //Don't need to blend the above into this as it's handled in human/update_icons(). The overlays are for rendering stuff on disembodied heads.
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/obj/item/organ/external/proc/get_icon_state(skeletal)
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var/gender
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var/body
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var/icon_file
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var/new_icon_state
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if(!dna)
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@@ -159,18 +159,17 @@
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new_icon_state = "[icon_name][gendered_icon ? "_f" : ""]"
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else
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if(gendered_icon)
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switch(dna.GetUITriState(DNA_UI_GENDER))
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switch(dna.GetUITriState(DNA_UI_BODY_TYPE))
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if(DNA_GENDER_FEMALE)
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gender = "f"
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if(DNA_GENDER_MALE)
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gender = "m"
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body = "f"
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else
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gender = "f" //Default to "f" (per line 162). Using a pick("m", "f") will make different body parts different genders for the same character.
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body = "m"
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if(limb_name == "head")
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var/obj/item/organ/external/head/head_organ = src
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head_organ.handle_alt_icon()
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new_icon_state = "[icon_name][gender ? "_[gender]" : ""]"
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new_icon_state = "[icon_name][body ? "_[body]" : ""]"
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if(skeletal)
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icon_file = 'icons/mob/human_races/r_skeleton.dmi'
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