* 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
* Rewords various objectives, makes 'Follow the inviolate' always succeed.
* Fixes the capitalization of NanoTrasen
* Fixes inviolate objective so that admins can make it fail, hopefully
* Fixes the thing
* Re-reworded AI hijack objective
This makes is so you can no longer eat cybernetic implants improperly,
just because they are in organ code. Fixes the check that originally
made it so you couldn't eat them.
🆑 Twinmold
Fix: Fixes being able to eat cybernetic implants so you cannot eat
them/force feed them to people.
/🆑
* Adds the ability to make the sad trombone noise for synthetics.
Also moves the sound file itself into the sound/machines folder.
* No wait I can't do that
Moves the sadtrombone noise back to where it came from.
* Changes the sad trombone to buzz-two
Do I win a prize
* Traders Event
* lien notes
* Fixes indent
* Gets rid of things Fox doesn't like.
* how did that get deleted
* Get rid of things maintainers don't like
* Adds some crates to the shuttle, and a recall console to the base.
* EVENT_LEVEL_MAJOR, and make it weight 0 (out of rotation)
* line nutes
* Spacepod Fix - Equipment Modules
Changes the installed_module variable in equipment to a list, allowing
the rest of the code to read it correctly. Now when equipment is added
and removed from the pod, it updates properly. Also adds any equipment
the pod starts with to the list.
Fixes the issues in:
https://github.com/ParadiseSS13/Paradise/issues/4599
* Changes List Call
Changes:
equipment_system.installed_modules = new/list()
to
equipment_system.installed_modules = list()
* Properly Placement for List Defined
Removes the definition of the variable as list() from spacepod.dm to
equipment.dm, clearing up a little of size from the total code.
* Removes shot_from
Removes the shot_from lines from the code.