* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
This makes them a 30 KP shop option, but could be altered to 45 KP without having to move their place on the list.
Signed-off-by: HugoLuman <qaggeler@uci.edu>
Regen tiers all shifted up by one
Previous tier 3 rates now tier 4, even harder to reach
Drask language now has its own color
(Bugged commits retconned)
Signed-off-by: HugoLuman <qaggeler@uci.edu>
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
Fixes an incorrect language datum path that was the true culprit for the
"an unknown language" option.
- Fixing this path also has fixed IPC random names being random strings
of 0's, 1's, and the occasional 2.
Re-consolidated the vars for the /datum/language define to be in a
single code block
Adds a new proc for clients that lists all language names, their path,
and whether they are restricted.
- Can only be called via proc-call
- For debugging purposes only, please do not use on live server as it
will spam chat due to sending the messages to world.
- Fixes shadowling HUD (for real this time).
- Adds antag role display in shadowling hivemind, this prints
(Shadowling) or (Shadowling Thrall) prior to each message, depending on
the role of the speaker (although theoretically multi-antags could have
something else there).
This commit allows any mob which can speak to choose one of their known
languages as 'default', which makes anything that they say with no
prefix (EG; say 'lol'), use that language.
This commit also changes the 'galactic common' language to use :9
instead of :0, as :0 does not work due to BYOND.. strangeness.
Implements two new IC-tab verbs and updates the check-known-languages
panel to also integrate with this system.